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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/morphaccumulate_dx9.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/morphaccumulate_dx9.cpp')
| -rw-r--r-- | materialsystem/stdshaders/morphaccumulate_dx9.cpp | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/morphaccumulate_dx9.cpp b/materialsystem/stdshaders/morphaccumulate_dx9.cpp new file mode 100644 index 0000000..925f71e --- /dev/null +++ b/materialsystem/stdshaders/morphaccumulate_dx9.cpp @@ -0,0 +1,108 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//===========================================================================// + +#include "BaseVSShader.h" + + +#include "morphaccumulate_vs30.inc" +#include "morphaccumulate_ps30.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( MorphAccumulate, MorphAccumulate_DX9 ) + +BEGIN_VS_SHADER_FLAGS( MorphAccumulate_DX9, "Help for MorphAccumulate", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( DELTA, SHADER_PARAM_TYPE_TEXTURE, "", "position/normal deltas" ) + SHADER_PARAM( SIDESPEED, SHADER_PARAM_TYPE_TEXTURE, "", "side/speed map" ) + SHADER_PARAM( DIMENSIONS, SHADER_PARAM_TYPE_VEC3, "", "delta dimensions" ) + SHADER_PARAM( DELTASCALE, SHADER_PARAM_TYPE_FLOAT, "", "delta scale" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + } + + SHADER_FALLBACK + { + return 0; + } + + SHADER_INIT + { + LoadTexture( DELTA ); + LoadTexture( SIDESPEED ); + } + + SHADER_DRAW + { + bool bUseConstantBasedAccum = ( g_pHardwareConfig->NumVertexShaderConstants() >= VERTEX_SHADER_FLEX_WEIGHTS + VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT ); + + SHADOW_STATE + { + EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + pShaderShadow->EnableBlendingSeparateAlpha( true ); + pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + pShaderShadow->EnableDepthTest( false ); + pShaderShadow->EnableDepthWrites( false ); + pShaderShadow->EnableAlphaWrites( true ); + pShaderShadow->EnableCulling( false ); + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); + + DECLARE_STATIC_VERTEX_SHADER( morphaccumulate_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum ); + SET_STATIC_VERTEX_SHADER( morphaccumulate_vs30 ); + + DECLARE_STATIC_PIXEL_SHADER( morphaccumulate_ps30 ); + SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum ); + SET_STATIC_PIXEL_SHADER( morphaccumulate_ps30 ); + + // NOTE: Color indicates where in the morph accumulator to render into + // Texcoord0 is the texcoord to read from in the source morph texture + // Texcoord1 indicates the strength of the morph target + int pTexCoord[2] = { 4, 1 }; + pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, DELTA ); + BindTexture( SHADER_SAMPLER1, SIDESPEED ); + + if ( !bUseConstantBasedAccum ) + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_MORPH_WEIGHTS ); + + int nXOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_X_OFFSET ); + int nYOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_Y_OFFSET ); + int nSubrectWidth = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_WIDTH ); + int nSubrectHeight = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_HEIGHT ); + float pMorphWeightSubrect[4] = { nXOffset, nYOffset, nSubrectWidth, nSubrectHeight }; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, pMorphWeightSubrect ); + + int nWidth, nHeight; + pShaderAPI->GetStandardTextureDimensions( &nWidth, &nHeight, TEXTURE_MORPH_WEIGHTS ); + float pMorphWeightDim[4] = { nWidth, nHeight, 0, 0 }; + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, pMorphWeightDim ); + } + + SetPixelShaderConstant( 0, DELTASCALE ); + + DECLARE_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 ); + SET_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 ); + SET_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 ); + } + Draw(); + } +END_SHADER + |