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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/core_dx8.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/core_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/core_dx8.cpp | 249 |
1 files changed, 249 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/core_dx8.cpp b/materialsystem/stdshaders/core_dx8.cpp new file mode 100644 index 0000000..79d0dcd --- /dev/null +++ b/materialsystem/stdshaders/core_dx8.cpp @@ -0,0 +1,249 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + + +#include "BaseVSShader.h" + +#include "core_vs11.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +#define MAXBLUR 1 + +DEFINE_FALLBACK_SHADER( Core, Core_DX80 ) + +BEGIN_VS_SHADER( Core_DX80, + "Help for Core_DX80" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) + SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" ) + SHADER_PARAM( REFRACTTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "refraction tint" ) + SHADER_PARAM( DUDVMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_dudv", "dudv bump map" ) + SHADER_PARAM( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" ) + SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) + SHADER_PARAM( DUDVFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $dudvmap" ) + SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) + SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" ) + SHADER_PARAM( BLURAMOUNT, SHADER_PARAM_TYPE_INTEGER, "1", "0, 1, or 2 for how much blur you want" ) + SHADER_PARAM( FADEOUTONSILHOUETTE, SHADER_PARAM_TYPE_BOOL, "1", "0 for no fade out on silhouette, 1 for fade out on sillhouette" ) + SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) + SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) + SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) + SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) + SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) + SHADER_PARAM( REFRACTTINTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shield", "" ) + SHADER_PARAM( REFRACTTINTTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) + SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) + SHADER_PARAM( FALLBACK, SHADER_PARAM_TYPE_STRING, "", "Name of the fallback shader" ) + SHADER_PARAM( FORCEREFRACT, SHADER_PARAM_TYPE_BOOL, "0", "Forces refraction on boards that have poor performance" ) + SHADER_PARAM( NOWRITEZ, SHADER_PARAM_TYPE_INTEGER, "0", "0 == write z, 1 = no write z" ) + SHADER_PARAM( MASKED, SHADER_PARAM_TYPE_BOOL, "0", "mask using dest alpha" ) + SHADER_PARAM( CORECOLORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ); + SHADER_PARAM( CORECOLORTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ); + SHADER_PARAM( FLOWMAPTEXCOORDOFFSET, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ); + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); + SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + if( !params[ENVMAPTINT]->IsDefined() ) + { + params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + if( !params[ENVMAPCONTRAST]->IsDefined() ) + { + params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); + } + if( !params[ENVMAPSATURATION]->IsDefined() ) + { + params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); + } + if( !params[ENVMAPFRAME]->IsDefined() ) + { + params[ENVMAPFRAME]->SetIntValue( 0 ); + } + if( !params[FRESNELREFLECTION]->IsDefined() ) + { + params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); + } + if( !params[MASKED]->IsDefined() ) + { + params[MASKED]->SetIntValue( 0 ); + } + if( !params[BLURAMOUNT]->IsDefined() ) + { + params[BLURAMOUNT]->SetIntValue( 0 ); + } + if( !params[FADEOUTONSILHOUETTE]->IsDefined() ) + { + params[FADEOUTONSILHOUETTE]->SetIntValue( 0 ); + } + if( !params[BASETEXTURE]->IsDefined() ) + { + SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); + } + } + + SHADER_FALLBACK + { + if( g_pHardwareConfig->GetDXSupportLevel() < 80 || !g_pHardwareConfig->HasProjectedBumpEnv() ) + return "Core_DX70"; + return NULL; + } + + SHADER_INIT + { + if (params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + if (params[DUDVMAP]->IsDefined() ) + { + LoadTexture( DUDVMAP ); + } + if (params[NORMALMAP]->IsDefined() ) + { + LoadBumpMap( NORMALMAP ); + } + if( params[ENVMAP]->IsDefined() ) + { + LoadCubeMap( ENVMAP ); + } + if( params[CORECOLORTEXTURE]->IsDefined() ) + { + LoadTexture( CORECOLORTEXTURE ); + } + } + + SHADER_DRAW + { + bool bHasEnvmap = params[ENVMAP]->IsTexture(); + int blurAmount = params[BLURAMOUNT]->GetIntValue(); + if( blurAmount < 0 ) + { + blurAmount = 0; + } + else if( blurAmount > MAXBLUR ) + { + blurAmount = MAXBLUR; + } + bool bMasked = params[MASKED]->GetIntValue()!= 0; + + SHADOW_STATE + { + if ( params[NOWRITEZ]->GetIntValue() != 0 ) + { + pShaderShadow->EnableDepthWrites( false ); + } + + // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState + pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); + + // If envmap is not specified, the alpha channel is the translucency + // (If envmap *is* specified, alpha channel is the reflection amount) + bool bNormalMapAlpha = false; + if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap ) + { + SetDefaultBlendingShadowState( NORMALMAP, false ); + if ( !bMasked && TextureIsTranslucent( NORMALMAP, false ) ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + bNormalMapAlpha = true; + } + } + + // dudv map + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + // renderable texture for refraction + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + // core color texture + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + + int fmt = VERTEX_POSITION | VERTEX_NORMAL; + int userDataSize = 0; + userDataSize = 4; + pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, userDataSize ); + + DECLARE_STATIC_VERTEX_SHADER( core_vs11 ); + SET_STATIC_VERTEX_SHADER( core_vs11 ); + + int pshIndex = 0; + pShaderShadow->SetPixelShader( "Core_ps11", pshIndex ); + + if( bMasked ) + { + EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); + } + DefaultFog(); + } + DYNAMIC_STATE + { + pShaderAPI->SetDefaultState(); + + // The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders. + pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE1, 0, true ); + + if ( params[DUDVFRAME]->GetIntValue() == 0 ) + { + BindTexture( SHADER_SAMPLER0, DUDVMAP, BUMPFRAME ); + } + else + { + BindTexture( SHADER_SAMPLER0, DUDVMAP, DUDVFRAME ); + } + + if ( params[BASETEXTURE]->IsTexture() ) + { + BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); + } + else + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); + } + + BindTexture( SHADER_SAMPLER2, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME ); + + if ( params[NORMALMAP]->IsTexture() ) + { + BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); + } + + float fRefractionAmount = params[REFRACTAMOUNT]->GetFloatValue(); + pShaderAPI->SetBumpEnvMatrix( SHADER_TEXTURE_STAGE1, fRefractionAmount, 0.0f, 0.0f, fRefractionAmount ); + + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); + + SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, FLOWMAPTEXCOORDOFFSET ); + + DECLARE_DYNAMIC_VERTEX_SHADER( core_vs11 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER( core_vs11 ); + } + + Draw(); + + if( bHasEnvmap ) + { + bool bNoWriteZ = (params[NOWRITEZ]->GetIntValue() != 0); + const bool bBlendSpecular = true; + DrawModelBumpedSpecularLighting( NORMALMAP, BUMPFRAME, + ENVMAP, ENVMAPFRAME, + ENVMAPTINT, ALPHA, + ENVMAPCONTRAST, ENVMAPSATURATION, + BUMPTRANSFORM, + bBlendSpecular, bNoWriteZ ); + } + } +END_SHADER + |