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path: root/materialsystem/stdshaders/DecalModulate_dx9.cpp
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-rw-r--r--materialsystem/stdshaders/DecalModulate_dx9.cpp232
1 files changed, 232 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/DecalModulate_dx9.cpp b/materialsystem/stdshaders/DecalModulate_dx9.cpp
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--- /dev/null
+++ b/materialsystem/stdshaders/DecalModulate_dx9.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "cpp_shader_constant_register_map.h"
+
+#include "VertexLit_and_unlit_Generic_vs20.inc"
+#include "decalmodulate_ps20.inc"
+#include "decalmodulate_ps20b.inc"
+
+#ifndef _X360
+#include "vertexlit_and_unlit_generic_vs30.inc"
+#include "decalmodulate_ps30.inc"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX9 )
+
+extern ConVar r_flashlight_version2;
+
+BEGIN_VS_SHADER( DecalModulate_dx9,
+ "Help for DecalModulate_dx9" )
+
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_FALLBACK
+ {
+ if (g_pHardwareConfig->GetDXSupportLevel() < 90)
+ return "DecalModulate_DX6";
+ return 0;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+
+#ifndef _X360
+ if ( g_pHardwareConfig->HasFastVertexTextures() )
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ }
+#endif
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableAlphaTest( true );
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ // Be sure not to write to dest alpha
+ pShaderShadow->EnableAlphaWrites( false );
+
+ // SRGB conversions hose the blend on some hardware, so keep we everything in gamma space
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
+ pShaderShadow->EnableSRGBWrite( false );
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
+ pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey
+ FogToGrey();
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
+ SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 );
+ SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20b );
+ SET_STATIC_PIXEL_SHADER( decalmodulate_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20 );
+ SET_STATIC_PIXEL_SHADER( decalmodulate_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false );
+ SET_STATIC_VERTEX_SHADER_COMBO( DECAL, true );
+ SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 );
+ SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps30 );
+ SET_STATIC_PIXEL_SHADER( decalmodulate_ps30 );
+ }
+#endif
+
+ // Set stream format (note that this shader supports compression)
+ unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
+#ifndef _X360
+ // The VS30 shader offsets decals along the normal (for morphed geom)
+ flags |= g_pHardwareConfig->HasFastVertexTextures() ? VERTEX_NORMAL : 0;
+#endif
+ int pTexCoordDim[3] = { 2, 0, 3 };
+ int nTexCoordCount = 1;
+ int userDataSize = 0;
+
+#ifndef _X360
+ if ( g_pHardwareConfig->HasFastVertexTextures() )
+ {
+ nTexCoordCount = 3;
+ }
+#endif
+
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
+ }
+ DYNAMIC_STATE
+ {
+ if ( pShaderAPI->InFlashlightMode() && ( !IsX360() && ( r_flashlight_version2.GetInt() == 0 ) ) )
+ {
+ // Don't draw anything for the flashlight pass
+ Draw( false );
+ return;
+ }
+
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ // Set an identity base texture transformation
+ Vector4D transformation[2];
+ transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
+ transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
+
+ MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+
+ pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
+
+ float vEyePos_SpecExponent[4];
+ pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
+ vEyePos_SpecExponent[3] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); //
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); //
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, 0 );
+ SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
+
+ if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); //
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); //
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 );
+
+ bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() };
+ pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
+ }
+#endif
+ }
+ Draw( );
+ }
+END_SHADER