From 3bf9df6b2785fa6d951086978a3e66f49427166a Mon Sep 17 00:00:00 2001 From: FluorescentCIAAfricanAmerican <0934gj3049fk@protonmail.com> Date: Wed, 22 Apr 2020 12:56:21 -0400 Subject: 1 --- materialsystem/stdshaders/MonitorScreen_dx9.cpp | 197 ++++++++++++++++++++++++ 1 file changed, 197 insertions(+) create mode 100644 materialsystem/stdshaders/MonitorScreen_dx9.cpp (limited to 'materialsystem/stdshaders/MonitorScreen_dx9.cpp') diff --git a/materialsystem/stdshaders/MonitorScreen_dx9.cpp b/materialsystem/stdshaders/MonitorScreen_dx9.cpp new file mode 100644 index 0000000..389d128 --- /dev/null +++ b/materialsystem/stdshaders/MonitorScreen_dx9.cpp @@ -0,0 +1,197 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "BaseVSShader.h" +#include "unlittwotexture_vs20.inc" +#include "monitorscreen_ps20.inc" +#include "monitorscreen_ps20b.inc" +#include "cpp_shader_constant_register_map.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( MonitorScreen, MonitorScreen_DX9 ) + +BEGIN_VS_SHADER( MonitorScreen_DX9, + "This is a shader that does a contrast/saturation version of base times lightmap." ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( CONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) + SHADER_PARAM( SATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) + SHADER_PARAM( TINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "monitor tint" ) + SHADER_PARAM( TEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/lightmappedtexture", "second texture" ) + SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $texture2" ) + SHADER_PARAM( TEXTURE2TRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$texture2 texcoord transform" ) + END_SHADER_PARAMS + + // Set up anything that is necessary to make decisions in SHADER_FALLBACK. + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + if( !params[CONTRAST]->IsDefined() ) + { + params[CONTRAST]->SetFloatValue( 0.0f ); + } + if( !params[SATURATION]->IsDefined() ) + { + params[SATURATION]->SetFloatValue( 1.0f ); + } + if( !params[TINT]->IsDefined() ) + { + params[TINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL )) + { + CLEAR_FLAGS( MATERIAL_VAR_MODEL ); + } + } + + SHADER_FALLBACK + { + if( params && !params[BASETEXTURE]->IsDefined() ) + { + if( IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ) ) + { + return "VertexLitGeneric_DX6"; + } + else + { + return "LightmappedGeneric_DX6"; + } + } + + if ( !(g_pHardwareConfig->SupportsPixelShaders_2_0() && g_pHardwareConfig->SupportsVertexShaders_2_0()) || + (g_pHardwareConfig->GetDXSupportLevel() < 90) ) + { + return "MonitorScreen_DX8"; + } + + return 0; + } + + SHADER_INIT + { + if (params[BASETEXTURE]->IsDefined()) + { + LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); + } + if (params[TEXTURE2]->IsDefined()) + { + LoadTexture( TEXTURE2, TEXTUREFLAGS_SRGB ); + } + } + + SHADER_DRAW + { + bool bHasTexture2 = params[TEXTURE2]->IsTexture(); + BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); + bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use + + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + if ( bHasTexture2 ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); + } + + pShaderShadow->EnableSRGBWrite( true ); + + // Either we've got a constant modulation + bool isTranslucent = IsAlphaModulating(); + + // Or we've got a texture alpha on either texture + isTranslucent = isTranslucent || TextureIsTranslucent( BASETEXTURE, true ) || + TextureIsTranslucent( TEXTURE2, true ); + + if ( isTranslucent ) + { + if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) + EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); + else + EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + else + { + if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) ) + EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + else + DisableAlphaBlending( ); + } + + // Set stream format (note that this shader supports compression) + unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; + int nTexCoordCount = 1; + int userDataSize = 0; + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + + DECLARE_STATIC_VERTEX_SHADER( unlittwotexture_vs20 ); + SET_STATIC_VERTEX_SHADER( unlittwotexture_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( monitorscreen_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( TEXTURE2, (bHasTexture2)?(1):(0) ); + SET_STATIC_PIXEL_SHADER( monitorscreen_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( monitorscreen_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( TEXTURE2, (bHasTexture2)?(1):(0) ); + SET_STATIC_PIXEL_SHADER( monitorscreen_ps20 ); + } + + DefaultFog(); + + pShaderShadow->EnableAlphaWrites( bFullyOpaque ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + if( bHasTexture2 ) + { + BindTexture( SHADER_SAMPLER1, TEXTURE2, FRAME2 ); + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, TEXTURE2TRANSFORM ); + } + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); + SetPixelShaderConstant( 1, CONTRAST ); + SetPixelShaderConstant( 2, SATURATION ); + SetPixelShaderConstant( 3, TINT ); + SetModulationVertexShaderDynamicState(); + + 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 ); + + + DECLARE_DYNAMIC_VERTEX_SHADER( unlittwotexture_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( unlittwotexture_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( monitorscreen_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( monitorscreen_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( monitorscreen_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( monitorscreen_ps20 ); + } + } + Draw(); + } +END_SHADER -- cgit v1.2.3