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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp')
| -rw-r--r-- | materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp b/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx9.cpp new file mode 100644 index 0000000..2adb42d --- /dev/null +++ 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 |