summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/core_dx8.cpp
diff options
context:
space:
mode:
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/core_dx8.cpp
downloadarchived-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.cpp249
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
+