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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp')
-rw-r--r--materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp270
1 files changed, 270 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp b/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp
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+++ b/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp
@@ -0,0 +1,270 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "mathlib/bumpvects.h"
+#include "cpp_shader_constant_register_map.h"
+
+#include "lightmappedgeneric_vs20.inc"
+#include "lightmappedgeneric_decal_vs20.inc"
+#include "lightmappedgeneric_decal_ps20.inc"
+#include "lightmappedgeneric_decal_ps20b.inc"
+#include "decalbasetimeslightmapalphablendselfillum2_ps20.inc"
+#include "decalbasetimeslightmapalphablendselfillum2_ps20b.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9 )
+
+extern ConVar r_flashlight_version2;
+
+BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9, "" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 )
+ SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" )
+ SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ if ( g_pHardwareConfig->SupportsBorderColor() )
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
+ }
+ else
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+ }
+
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ {
+ return "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
+ LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
+ LoadTexture( SELFILLUMTEXTURE );
+ }
+
+ void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
+ {
+ if( IsSnapshotting() )
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ pShaderShadow->EnableSRGBWrite( true );
+
+ // Base Texture
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+
+ // Lightmaps
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
+
+ int pTexCoords[3] = { 2, 2, 1 };
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
+
+ DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
+ SET_STATIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
+ SET_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
+ SET_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
+ }
+
+ FogToFogColor();
+ }
+ else
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ // Load the z^2 components of the lightmap coordinate axes only
+ // This is (N dot basis)^2
+ Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
+ vecZValues *= vecZValues;
+
+ Vector4D basis[3];
+ basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
+ basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
+ basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
+ pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
+
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ SetModulationPixelShaderDynamicState( 3 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 );
+
+ 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 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 );
+ }
+ }
+ Draw();
+
+ if( IsSnapshotting() )
+ {
+ SetInitialShadowState( );
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+
+ // Base texture
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+
+ pShaderShadow->EnableSRGBWrite( true );
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
+
+ DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false );
+#ifdef _X360
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, 0 );
+#endif
+ SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
+ SET_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
+ SET_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
+ }
+
+ FogToFogColor();
+ }
+ else
+ {
+ BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, false );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, false );
+ SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+
+ 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 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 );
+ }
+ }
+ Draw();
+ }
+
+ void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bUsingFlashlight )
+ {
+ if( bUsingFlashlight )
+ {
+ DrawFlashlight_dx90_Vars_t flashlightVars;
+ flashlightVars.m_bBump = false;
+ flashlightVars.m_nBumpmapVar = -1;
+ flashlightVars.m_nBumpmapFrame = -1;
+ flashlightVars.m_nBumpTransform = -1;
+ flashlightVars.m_nFlashlightTextureVar = FLASHLIGHTTEXTURE;
+ flashlightVars.m_nFlashlightTextureFrameVar = FLASHLIGHTTEXTUREFRAME;
+ flashlightVars.m_bLightmappedGeneric = true;
+ flashlightVars.m_bWorldVertexTransition = false;
+ // int nWorldVertexTransitionPassID = 0
+ flashlightVars.m_nBaseTexture2Var = -1;
+ flashlightVars.m_nBaseTexture2FrameVar = -1;
+ flashlightVars.m_bTeeth = false;
+ flashlightVars.m_nTeethForwardVar = 0;
+ flashlightVars.m_nTeethIllumFactorVar = 0;
+
+ DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, flashlightVars );
+ }
+ else
+ {
+ DrawDecal( params, pShaderAPI, pShaderShadow );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ bool bUsingFlashlight = UsingFlashlight( params );
+ if ( bUsingFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
+ {
+ DrawPass( params, pShaderAPI, pShaderShadow, false );
+ if ( pShaderShadow )
+ {
+ SetInitialShadowState( );
+ }
+ }
+ DrawPass( params, pShaderAPI, pShaderShadow, bUsingFlashlight );
+ }
+
+END_SHADER