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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/DecalModulate_dx9.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'materialsystem/stdshaders/DecalModulate_dx9.cpp')
| -rw-r--r-- | materialsystem/stdshaders/DecalModulate_dx9.cpp | 232 |
1 files changed, 232 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/DecalModulate_dx9.cpp b/materialsystem/stdshaders/DecalModulate_dx9.cpp new file mode 100644 index 0000000..ecb1c79 --- /dev/null +++ b/materialsystem/stdshaders/DecalModulate_dx9.cpp @@ -0,0 +1,232 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//===========================================================================// + +#include "BaseVSShader.h" +#include "cpp_shader_constant_register_map.h" + +#include "VertexLit_and_unlit_Generic_vs20.inc" +#include "decalmodulate_ps20.inc" +#include "decalmodulate_ps20b.inc" + +#ifndef _X360 +#include "vertexlit_and_unlit_generic_vs30.inc" +#include "decalmodulate_ps30.inc" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX9 ) + +extern ConVar r_flashlight_version2; + +BEGIN_VS_SHADER( DecalModulate_dx9, + "Help for DecalModulate_dx9" ) + + BEGIN_SHADER_PARAMS + END_SHADER_PARAMS + + SHADER_FALLBACK + { + if (g_pHardwareConfig->GetDXSupportLevel() < 90) + return "DecalModulate_DX6"; + return 0; + } + + SHADER_INIT_PARAMS() + { + SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); + +#ifndef _X360 + if ( g_pHardwareConfig->HasFastVertexTextures() ) + { + // The vertex shader uses the vertex id stream + SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + } +#endif + } + + SHADER_INIT + { + LoadTexture( BASETEXTURE ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableAlphaTest( true ); + pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); + pShaderShadow->EnableDepthWrites( false ); + pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + // Be sure not to write to dest alpha + pShaderShadow->EnableAlphaWrites( false ); + + // SRGB conversions hose the blend on some hardware, so keep we everything in gamma space + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); + pShaderShadow->EnableSRGBWrite( false ); + + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); + pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey + FogToGrey(); + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false ); + SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false ); + SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false ); + SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false ); + SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false ); + SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false ); + SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false ); + SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); + SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 ); + SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20b ); + SET_STATIC_PIXEL_SHADER( decalmodulate_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20 ); + SET_STATIC_PIXEL_SHADER( decalmodulate_ps20 ); + } + } +#ifndef _X360 + else + { + DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false ); + SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false ); + SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false ); + SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false ); + SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false ); + SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false ); + SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false ); + SET_STATIC_VERTEX_SHADER_COMBO( DECAL, true ); + SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 ); + SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); + + DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps30 ); + SET_STATIC_PIXEL_SHADER( decalmodulate_ps30 ); + } +#endif + + // Set stream format (note that this shader supports compression) + unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; +#ifndef _X360 + // The VS30 shader offsets decals along the normal (for morphed geom) + flags |= g_pHardwareConfig->HasFastVertexTextures() ? VERTEX_NORMAL : 0; +#endif + int pTexCoordDim[3] = { 2, 0, 3 }; + int nTexCoordCount = 1; + int userDataSize = 0; + +#ifndef _X360 + if ( g_pHardwareConfig->HasFastVertexTextures() ) + { + nTexCoordCount = 3; + } +#endif + + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); + } + DYNAMIC_STATE + { + if ( pShaderAPI->InFlashlightMode() && ( !IsX360() && ( r_flashlight_version2.GetInt() == 0 ) ) ) + { + // Don't draw anything for the flashlight pass + Draw( false ); + return; + } + + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + // Set an identity base texture transformation + Vector4D transformation[2]; + transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); + transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); + + MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); + int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; + + 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 ); + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); // + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); // + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, 0 ); + SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 ); + } + } +#ifndef _X360 + else + { + SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); // + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); // + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 ); + + bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() }; + pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); + } +#endif + } + Draw( ); + } +END_SHADER |