diff options
Diffstat (limited to 'materialsystem/stdshaders/bik_dx90.cpp')
| -rw-r--r-- | materialsystem/stdshaders/bik_dx90.cpp | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/bik_dx90.cpp b/materialsystem/stdshaders/bik_dx90.cpp new file mode 100644 index 0000000..970de89 --- /dev/null +++ b/materialsystem/stdshaders/bik_dx90.cpp @@ -0,0 +1,132 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "cpp_shader_constant_register_map.h" + +#include "bik_ps20.inc" +#include "bik_ps20b.inc" +#include "bik_vs20.inc" + +BEGIN_VS_SHADER( Bik, "Help for Bik" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( YTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Y Bink Texture" ) + // re-enable this if we want alpha blending +// SHADER_PARAM( ATEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "A Bink Texture" ) + SHADER_PARAM( CRTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cr Bink Texture" ) + SHADER_PARAM( CBTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Cb Bink Texture" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + return "bik_dx81"; + } + return 0; + } + + SHADER_INIT + { + if ( params[YTEXTURE]->IsDefined() ) + { + LoadTexture( YTEXTURE ); + } +// if ( params[ATEXTURE]->IsDefined() ) +// { +// LoadTexture( ATEXTURE ); +// } + if ( params[CRTEXTURE]->IsDefined() ) + { + LoadTexture( CRTEXTURE ); + } + if ( params[CBTEXTURE]->IsDefined() ) + { + LoadTexture( CBTEXTURE ); + } + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); +// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + + unsigned int flags = VERTEX_POSITION; + int numTexCoords = 1; + pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); + + DECLARE_STATIC_VERTEX_SHADER( bik_vs20 ); + SET_STATIC_VERTEX_SHADER( bik_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( bik_ps20b ); + SET_STATIC_PIXEL_SHADER( bik_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( bik_ps20 ); + SET_STATIC_PIXEL_SHADER( bik_ps20 ); + } + + // The 360 needs an sRGB write, but NOT an sRGB read! + if ( IsX360() ) + pShaderShadow->EnableSRGBWrite( true ); + else + pShaderShadow->EnableSRGBWrite( false ); + +// EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, YTEXTURE, FRAME ); + BindTexture( SHADER_SAMPLER1, CRTEXTURE, FRAME ); + BindTexture( SHADER_SAMPLER2, CBTEXTURE, FRAME ); +// BindTexture( SHADER_SAMPLER3, ATEXTURE, FRAME ); + + // We need the view matrix + LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); + + MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); + int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; + + DECLARE_DYNAMIC_VERTEX_SHADER( bik_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); + SET_DYNAMIC_VERTEX_SHADER( bik_vs20 ); + + 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 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( bik_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( bik_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( bik_ps20 ); + } + } + Draw( ); + } +END_SHADER |