mirror of
https://github.com/nillerusr/source-engine.git
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299 lines
9.2 KiB
C++
299 lines
9.2 KiB
C++
//========= 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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#include "BaseVSShader.h"
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#include "core_vs20.inc"
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#include "core_ps20.inc"
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#include "core_ps20b.inc"
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#define MAXBLUR 1
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DEFINE_FALLBACK_SHADER( Core, Core_DX90 )
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BEGIN_VS_SHADER( Core_DX90,
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"Help for Core" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
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SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
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SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" )
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SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
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SHADER_PARAM( FLOWMAP, SHADER_PARAM_TYPE_TEXTURE, "", "flowmap" )
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SHADER_PARAM( FLOWMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $flowmap" )
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SHADER_PARAM( FLOWMAPSCROLLRATE, SHADER_PARAM_TYPE_VEC2, "[0 0", "2D rate to scroll $flowmap" )
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SHADER_PARAM( CORECOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" );
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SHADER_PARAM( CORECOLORTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" );
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SHADER_PARAM( FLOWMAPTEXCOORDOFFSET, SHADER_PARAM_TYPE_FLOAT, "0.0", "" );
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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if( !params[ENVMAPTINT]->IsDefined() )
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{
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[ENVMAPCONTRAST]->IsDefined() )
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{
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params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
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}
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if( !params[ENVMAPSATURATION]->IsDefined() )
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{
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params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
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}
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if( !params[ENVMAPFRAME]->IsDefined() )
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{
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params[ENVMAPFRAME]->SetIntValue( 0 );
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}
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if( !params[BASETEXTURE]->IsDefined() )
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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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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return "Core_dx80";
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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[BASETEXTURE]->IsDefined() )
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{
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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}
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if (params[NORMALMAP]->IsDefined() )
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{
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LoadBumpMap( NORMALMAP );
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}
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if ( params[ENVMAP]->IsDefined() )
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{
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LoadCubeMap( ENVMAP, TEXTUREFLAGS_SRGB );
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}
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if ( params[FLOWMAP]->IsDefined() )
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{
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LoadTexture( FLOWMAP );
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}
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if ( params[CORECOLORTEXTURE]->IsDefined() )
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{
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LoadTexture( CORECOLORTEXTURE );
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}
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}
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inline void DrawPass( IMaterialVar **params, IShaderShadow* pShaderShadow,
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IShaderDynamicAPI* pShaderAPI, int nPass, VertexCompressionType_t vertexCompression )
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{
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
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bool bHasEnvmap = params[ENVMAP]->IsTexture();
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bool bHasFlowmap = params[FLOWMAP]->IsTexture();
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bool bHasCoreColorTexture = params[CORECOLORTEXTURE]->IsTexture();
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SHADOW_STATE
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{
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SetInitialShadowState( );
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if( nPass == 0 )
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{
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// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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}
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else
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{
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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}
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// If envmap is not specified, the alpha channel is the translucency
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// (If envmap *is* specified, alpha channel is the reflection amount)
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if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap )
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{
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SetDefaultBlendingShadowState( NORMALMAP, false );
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}
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// source render target that contains the image that we are warping.
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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}
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// normal map
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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if( bHasEnvmap )
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{
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// envmap
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
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}
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}
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if( bHasFlowmap )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
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}
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if( bHasCoreColorTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
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}
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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBWrite( true );
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}
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
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int userDataSize = 0;
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int nTexCoordCount = 1;
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if( bIsModel )
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{
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userDataSize = 4;
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}
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else
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{
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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}
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// This shader supports compressed vertices, so OR in that flag:
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flags |= VERTEX_FORMAT_COMPRESSED;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( core_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
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SET_STATIC_VERTEX_SHADER( core_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( core_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) );
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SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap );
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SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) );
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 );
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SET_STATIC_PIXEL_SHADER( core_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( core_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) );
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SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap );
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SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) );
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SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 );
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SET_STATIC_PIXEL_SHADER( core_ps20 );
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}
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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if ( params[BASETEXTURE]->IsTexture() )
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{
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BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
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}
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BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );
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if( bHasEnvmap )
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{
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BindTexture( SHADER_SAMPLER4, ENVMAP, ENVMAPFRAME );
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}
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if( bHasFlowmap )
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{
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BindTexture( SHADER_SAMPLER6, FLOWMAP, FLOWMAPFRAME );
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}
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if( bHasCoreColorTexture )
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{
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BindTexture( SHADER_SAMPLER7, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME );
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( core_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( core_vs20 );
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( core_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( core_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( core_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( core_ps20 );
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}
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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SetPixelShaderConstant( 0, ENVMAPTINT );
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SetPixelShaderConstant( 1, REFRACTTINT );
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}
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else
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{
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SetPixelShaderConstantGammaToLinear( 0, ENVMAPTINT );
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SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
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}
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SetPixelShaderConstant( 2, ENVMAPCONTRAST );
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SetPixelShaderConstant( 3, ENVMAPSATURATION );
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float c5[4] = { params[REFRACTAMOUNT]->GetFloatValue(),
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params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
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float eyePos[4];
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s_pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
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s_pShaderAPI->SetPixelShaderConstant( 8, eyePos, 1 );
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pShaderAPI->SetPixelShaderFogParams( 11 );
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if( bHasFlowmap )
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{
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float curTime = pShaderAPI->CurrentTime();
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float timeVec[4] = { curTime, curTime, curTime, curTime };
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pShaderAPI->SetPixelShaderConstant( 6, timeVec, 1 );
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SetPixelShaderConstant( 7, FLOWMAPSCROLLRATE );
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SetPixelShaderConstant( 9, FLOWMAPTEXCOORDOFFSET );
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}
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}
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Draw();
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}
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SHADER_DRAW
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{
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DrawPass( params, pShaderShadow, pShaderAPI, 0, vertexCompression );
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DrawPass( params, pShaderShadow, pShaderAPI, 1, vertexCompression );
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}
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END_SHADER
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