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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_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/core_dx9.cpp')
| -rw-r--r-- | materialsystem/stdshaders/core_dx9.cpp | 298 |
1 files changed, 298 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/core_dx9.cpp b/materialsystem/stdshaders/core_dx9.cpp new file mode 100644 index 0000000..4be8f3c --- /dev/null +++ b/materialsystem/stdshaders/core_dx9.cpp @@ -0,0 +1,298 @@ +//========= 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 + |