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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/core_dx9.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/core_dx9.cpp')
-rw-r--r--materialsystem/stdshaders/core_dx9.cpp298
1 files changed, 298 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/core_dx9.cpp b/materialsystem/stdshaders/core_dx9.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include "core_vs20.inc"
+#include "core_ps20.inc"
+#include "core_ps20b.inc"
+
+#define MAXBLUR 1
+
+DEFINE_FALLBACK_SHADER( Core, Core_DX90 )
+
+BEGIN_VS_SHADER( Core_DX90,
+ "Help for Core" )
+
+ 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( NORMALMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "normal map" )
+ SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
+ SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
+ SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0f", "" )
+ SHADER_PARAM( 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( FLOWMAP, SHADER_PARAM_TYPE_TEXTURE, "", "flowmap" )
+ SHADER_PARAM( FLOWMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $flowmap" )
+ SHADER_PARAM( FLOWMAPSCROLLRATE, SHADER_PARAM_TYPE_VEC2, "[0 0", "2D rate to scroll $flowmap" )
+ 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 );
+ 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[BASETEXTURE]->IsDefined() )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
+ return "Core_dx80";
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined() )
+ {
+ LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
+ }
+ if (params[NORMALMAP]->IsDefined() )
+ {
+ LoadBumpMap( NORMALMAP );
+ }
+ if ( params[ENVMAP]->IsDefined() )
+ {
+ LoadCubeMap( ENVMAP, TEXTUREFLAGS_SRGB );
+ }
+ if ( params[FLOWMAP]->IsDefined() )
+ {
+ LoadTexture( FLOWMAP );
+ }
+ if ( params[CORECOLORTEXTURE]->IsDefined() )
+ {
+ LoadTexture( CORECOLORTEXTURE );
+ }
+ }
+
+ inline void DrawPass( IMaterialVar **params, IShaderShadow* pShaderShadow,
+ IShaderDynamicAPI* pShaderAPI, int nPass, VertexCompressionType_t vertexCompression )
+ {
+ bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
+ bool bHasEnvmap = params[ENVMAP]->IsTexture();
+ bool bHasFlowmap = params[FLOWMAP]->IsTexture();
+ bool bHasCoreColorTexture = params[CORECOLORTEXTURE]->IsTexture();
+
+ SHADOW_STATE
+ {
+ SetInitialShadowState( );
+
+ if( nPass == 0 )
+ {
+ // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
+ }
+ else
+ {
+ pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
+ EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
+ }
+
+ // If envmap is not specified, the alpha channel is the translucency
+ // (If envmap *is* specified, alpha channel is the reflection amount)
+ if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap )
+ {
+ SetDefaultBlendingShadowState( NORMALMAP, false );
+ }
+
+ // source render target that contains the image that we are warping.
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
+ {
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
+ }
+
+ // normal map
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ if( bHasEnvmap )
+ {
+ // envmap
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
+ if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
+ {
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
+ }
+ }
+
+ if( bHasFlowmap )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
+ }
+
+ if( bHasCoreColorTexture )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
+ }
+
+ if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
+ {
+ pShaderShadow->EnableSRGBWrite( true );
+ }
+
+ unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
+ int userDataSize = 0;
+ int nTexCoordCount = 1;
+ if( bIsModel )
+ {
+ userDataSize = 4;
+ }
+ else
+ {
+ flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
+ }
+
+ // This shader supports compressed vertices, so OR in that flag:
+ flags |= VERTEX_FORMAT_COMPRESSED;
+
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
+
+ DECLARE_STATIC_VERTEX_SHADER( core_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
+ SET_STATIC_VERTEX_SHADER( core_vs20 );
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( core_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) );
+ SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 );
+ SET_STATIC_PIXEL_SHADER( core_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( core_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) );
+ SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 );
+ SET_STATIC_PIXEL_SHADER( core_ps20 );
+ }
+
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->SetDefaultState();
+
+ if ( params[BASETEXTURE]->IsTexture() )
+ {
+ BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
+ }
+ else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
+ }
+
+ BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );
+
+ if( bHasEnvmap )
+ {
+ BindTexture( SHADER_SAMPLER4, ENVMAP, ENVMAPFRAME );
+ }
+
+ if( bHasFlowmap )
+ {
+ BindTexture( SHADER_SAMPLER6, FLOWMAP, FLOWMAPFRAME );
+ }
+
+ if( bHasCoreColorTexture )
+ {
+ BindTexture( SHADER_SAMPLER7, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME );
+ }
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( core_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( core_vs20 );
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( core_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( core_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( core_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( core_ps20 );
+ }
+
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );
+
+ if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
+ {
+ SetPixelShaderConstant( 0, ENVMAPTINT );
+ SetPixelShaderConstant( 1, REFRACTTINT );
+ }
+ else
+ {
+ SetPixelShaderConstantGammaToLinear( 0, ENVMAPTINT );
+ SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
+ }
+ SetPixelShaderConstant( 2, ENVMAPCONTRAST );
+ SetPixelShaderConstant( 3, ENVMAPSATURATION );
+ float c5[4] = { params[REFRACTAMOUNT]->GetFloatValue(),
+ params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f };
+ pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
+
+ float eyePos[4];
+ s_pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
+ s_pShaderAPI->SetPixelShaderConstant( 8, eyePos, 1 );
+ pShaderAPI->SetPixelShaderFogParams( 11 );
+
+
+
+ if( bHasFlowmap )
+ {
+ float curTime = pShaderAPI->CurrentTime();
+ float timeVec[4] = { curTime, curTime, curTime, curTime };
+ pShaderAPI->SetPixelShaderConstant( 6, timeVec, 1 );
+
+ SetPixelShaderConstant( 7, FLOWMAPSCROLLRATE );
+
+ SetPixelShaderConstant( 9, FLOWMAPTEXCOORDOFFSET );
+ }
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ DrawPass( params, pShaderShadow, pShaderAPI, 0, vertexCompression );
+ DrawPass( params, pShaderShadow, pShaderAPI, 1, vertexCompression );
+ }
+END_SHADER
+