1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A wet version of base * lightmap
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "particlesphere_vs20.inc"
#include "particlesphere_ps20.inc"
#include "particlesphere_ps20b.inc"
#include "cpp_shader_constant_register_map.h"
int GetDefaultDepthFeatheringValue( void ); //defined in spritecard.cpp
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( ParticleSphere, ParticleSphere_DX9 )
BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX9, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE )
BEGIN_SHADER_PARAMS
SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries" )
SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." )
SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" )
SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" )
SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." )
SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if ( !params[DEPTHBLEND]->IsDefined() )
{
params[ DEPTHBLEND ]->SetIntValue( GetDefaultDepthFeatheringValue() );
}
if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
params[ DEPTHBLEND ]->SetIntValue( 0 );
}
if ( !params[DEPTHBLENDSCALE]->IsDefined() )
{
params[ DEPTHBLENDSCALE ]->SetFloatValue( 50.0f );
}
}
bool UsePixelShaders( IMaterialVar **params ) const
{
return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders();
}
SHADER_INIT
{
// If this would return false, then we should have fallen back to the DX6 one.
Assert( UsePixelShaders( params ) );
params[USINGPIXELSHADER]->SetIntValue( true );
LoadBumpMap( BUMPMAP );
}
SHADER_FALLBACK
{
if ( !UsePixelShaders(params) )
{
return "UnlitGeneric_DX6";
}
if ( g_pHardwareConfig->GetDXSupportLevel() < 90 )
{
return "ParticleSphere_DX8";
}
return 0;
}
SHADER_DRAW
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if ( params[DEPTHBLEND]->GetIntValue() )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
}
int tCoordDimensions[] = {2};
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableDepthWrites( false );
DECLARE_STATIC_VERTEX_SHADER( particlesphere_vs20 );
SET_STATIC_VERTEX_SHADER( particlesphere_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( particlesphere_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, params[DEPTHBLEND]->GetIntValue() );
SET_STATIC_PIXEL_SHADER( particlesphere_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( particlesphere_ps20 );
SET_STATIC_PIXEL_SHADER( particlesphere_ps20 );
}
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BUMPMAP );
if ( params[DEPTHBLEND]->GetIntValue() )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
}
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() );
// Separate the light color into something that has a max value of 1 and a scale
// so the vertex shader can determine if it's going to overflow the color and scale back
// if it needs to.
//
// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so
// it is equal to 1).
const float *f = params[LIGHT_COLOR]->GetVecValue();
Vector vLightColor( f[0], f[1], f[2] );
float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) );
if ( flScale < 0.01f )
flScale = 0.01f;
float vScaleVec[3] = { flScale, flScale, flScale };
vLightColor /= flScale;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec );
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 );
pShaderAPI->SetDepthFeatheringPixelShaderConstant( 0, params[DEPTHBLENDSCALE]->GetFloatValue() );
// Compute the vertex shader index.
DECLARE_DYNAMIC_VERTEX_SHADER( particlesphere_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( FOGTYPE, s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER( particlesphere_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( particlesphere_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( particlesphere_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( particlesphere_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( particlesphere_ps20 );
}
}
Draw();
}
END_SHADER
|