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-rw-r--r--mp/src/materialsystem/stdshaders/sprite.cpp379
1 files changed, 379 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/sprite.cpp b/mp/src/materialsystem/stdshaders/sprite.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+// Implementation of the sprite shader
+//=============================================================================//
+
+#include "BaseVSShader.h"
+#include <string.h>
+#include "const.h"
+#include "sprite_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// WARNING! Change these in engine/SpriteGn.h if you change them here!
+#define SPR_VP_PARALLEL_UPRIGHT 0
+#define SPR_FACING_UPRIGHT 1
+#define SPR_VP_PARALLEL 2
+#define SPR_ORIENTED 3
+#define SPR_VP_PARALLEL_ORIENTED 4
+
+
+DEFINE_FALLBACK_SHADER( Sprite, Sprite_DX8 )
+
+BEGIN_VS_SHADER( Sprite_DX8,
+ "Help for Sprite_DX8" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( SPRITEORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "sprite origin" )
+ SHADER_PARAM( SPRITEORIENTATION, SHADER_PARAM_TYPE_INTEGER, "0", "sprite orientation" )
+ SHADER_PARAM( SPRITERENDERMODE, SHADER_PARAM_TYPE_INTEGER, "0", "sprite rendermode" )
+ SHADER_PARAM( IGNOREVERTEXCOLORS, SHADER_PARAM_TYPE_BOOL, "1", "ignore vertex colors" )
+ END_SHADER_PARAMS
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
+ return "Sprite_DX6";
+ return 0;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ // FIXME: This can share code with sprite.cpp
+ // FIXME: Not sure if this is the best solution, but it's a very]
+ // easy one. When graphics aren't enabled, we oftentimes need to get
+ // at the parameters of a shader. Therefore, we must set the default
+ // values in a separate phase from when we load resources.
+
+ if (!params[ALPHA]->IsDefined())
+ params[ ALPHA ]->SetFloatValue( 1.0f );
+
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ SET_FLAGS( MATERIAL_VAR_VERTEXCOLOR );
+ SET_FLAGS( MATERIAL_VAR_VERTEXALPHA );
+
+ // translate from a string orientation to an enumeration
+ if (params[SPRITEORIENTATION]->IsDefined())
+ {
+ const char *orientationString = params[SPRITEORIENTATION]->GetStringValue();
+ if( stricmp( orientationString, "parallel_upright" ) == 0 )
+ {
+ params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
+ }
+ else if( stricmp( orientationString, "facing_upright" ) == 0 )
+ {
+ params[SPRITEORIENTATION]->SetIntValue( SPR_FACING_UPRIGHT );
+ }
+ else if( stricmp( orientationString, "vp_parallel" ) == 0 )
+ {
+ params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL );
+ }
+ else if( stricmp( orientationString, "oriented" ) == 0 )
+ {
+ params[SPRITEORIENTATION]->SetIntValue( SPR_ORIENTED );
+ }
+ else if( stricmp( orientationString, "vp_parallel_oriented" ) == 0 )
+ {
+ params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_ORIENTED );
+ }
+ else
+ {
+ Warning( "error with $spriteOrientation\n" );
+ params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
+ }
+ }
+ else
+ {
+ // default case
+ params[SPRITEORIENTATION]->SetIntValue( SPR_VP_PARALLEL_UPRIGHT );
+ }
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( BASETEXTURE );
+ }
+
+#define SHADER_USE_VERTEX_COLOR 1
+#define SHADER_USE_CONSTANT_COLOR 2
+
+ void SetSpriteCommonShadowState( unsigned int shaderFlags )
+ {
+ s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ unsigned int flags = VERTEX_POSITION;
+ if( shaderFlags & SHADER_USE_VERTEX_COLOR )
+ {
+ flags |= VERTEX_COLOR;
+ }
+ s_pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0 );
+
+ sprite_vs11_Static_Index vshIndex;
+ bool vertexColor = ( shaderFlags & SHADER_USE_VERTEX_COLOR ) ? true : false;
+ vshIndex.SetVERTEXCOLOR( vertexColor );
+ s_pShaderShadow->SetVertexShader( "sprite_vs11", vshIndex.GetIndex() );
+
+ // "VERTEXCOLOR" "0..1"
+ // "CONSTANTCOLOR" "0..1"
+ int pshIndex = 0;
+ if ( shaderFlags & SHADER_USE_VERTEX_COLOR ) pshIndex |= 0x1;
+ if ( shaderFlags & SHADER_USE_CONSTANT_COLOR ) pshIndex |= 0x2;
+ s_pShaderShadow->SetPixelShader( "sprite_ps11", pshIndex );
+ }
+
+ void SetSpriteCommonDynamicState( unsigned int shaderFlags )
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+ sprite_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetSKINNING( 0 );
+ vshIndex.SetDOWATERFOG( fogIndex );
+ s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+
+ s_pShaderAPI->SetPixelShaderIndex( 0 );
+ if ( shaderFlags & SHADER_USE_CONSTANT_COLOR )
+ {
+ SetPixelShaderConstant( 0, COLOR, ALPHA );
+ }
+
+ float color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
+
+ // identity base texture transorm
+ float ident[2][4] = {
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f, 0.0f }
+ };
+ s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &ident[0][0], 2 );
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableCulling( false );
+ }
+
+ switch( params[SPRITERENDERMODE]->GetIntValue() )
+ {
+ case kRenderNormal:
+ SHADOW_STATE
+ {
+ FogToFogColor();
+ SetSpriteCommonShadowState( 0 );
+ }
+ DYNAMIC_STATE
+ {
+ SetSpriteCommonDynamicState( 0 );
+ }
+ Draw();
+ break;
+ case kRenderTransColor:
+ case kRenderTransTexture:
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ FogToFogColor();
+
+ SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
+ }
+ DYNAMIC_STATE
+ {
+ SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
+ }
+ Draw();
+ break;
+ case kRenderGlow:
+ case kRenderWorldGlow:
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_ALWAYS );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+ FogToBlack();
+
+ SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
+ }
+ DYNAMIC_STATE
+ {
+ SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
+ }
+ Draw();
+ break;
+ case kRenderTransAlpha:
+ // untested cut and past from kRenderTransAlphaAdd . . same as first pass of that.
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ FogToFogColor();
+
+ SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
+ }
+ DYNAMIC_STATE
+ {
+ SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
+ }
+ Draw();
+ break;
+ case kRenderTransAlphaAdd:
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ FogToFogColor();
+
+ SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
+ }
+ DYNAMIC_STATE
+ {
+ SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
+ }
+ Draw();
+
+ SHADOW_STATE
+ {
+ SetInitialShadowState();
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_ONE );
+ FogToBlack();
+
+ SetSpriteCommonShadowState( SHADER_USE_VERTEX_COLOR );
+ }
+ DYNAMIC_STATE
+ {
+ SetSpriteCommonDynamicState( SHADER_USE_VERTEX_COLOR );
+ }
+ Draw();
+ break;
+
+ case kRenderTransAdd:
+ {
+ unsigned int flags = SHADER_USE_CONSTANT_COLOR;
+ if( !params[ IGNOREVERTEXCOLORS ]->GetIntValue() )
+ {
+ flags |= SHADER_USE_VERTEX_COLOR;
+ }
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+ FogToBlack();
+
+ SetSpriteCommonShadowState( flags );
+ }
+ DYNAMIC_STATE
+ {
+ SetSpriteCommonDynamicState( flags );
+ }
+ }
+ Draw();
+ break;
+ case kRenderTransAddFrameBlend:
+ {
+ float flFrame = params[FRAME]->GetFloatValue();
+ float flFade = params[ALPHA]->GetFloatValue();
+ unsigned int flags = SHADER_USE_CONSTANT_COLOR;
+ if( !params[ IGNOREVERTEXCOLORS ]->GetIntValue() )
+ {
+ flags |= SHADER_USE_VERTEX_COLOR;
+ }
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+ FogToBlack();
+
+ SetSpriteCommonShadowState( flags );
+ }
+ DYNAMIC_STATE
+ {
+ float frameBlendAlpha = 1.0f - ( flFrame - ( int )flFrame );
+ ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
+ BindTexture( SHADER_SAMPLER0, pTexture, ( int )flFrame );
+
+ MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+ sprite_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetSKINNING( 0 );
+ vshIndex.SetDOWATERFOG( fogIndex );
+ s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+
+ float color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
+
+ s_pShaderAPI->SetPixelShaderIndex( 0 );
+
+ color[0] = color[1] = color[2] = flFade * frameBlendAlpha;
+ color[3] = 1.0f;
+ s_pShaderAPI->SetPixelShaderConstant( 0, color );
+
+
+ // identity base texture transorm
+ float ident[2][4] = {
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f, 0.0f }
+ };
+ s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &ident[0][0], 2 );
+ }
+ Draw();
+ SHADOW_STATE
+ {
+ FogToBlack();
+
+ SetSpriteCommonShadowState( flags );
+ }
+ DYNAMIC_STATE
+ {
+ float frameBlendAlpha = ( flFrame - ( int )flFrame );
+ ITexture *pTexture = params[BASETEXTURE]->GetTextureValue();
+ int numAnimationFrames = pTexture->GetNumAnimationFrames();
+ BindTexture( SHADER_SAMPLER0, pTexture, ( ( int )flFrame + 1 ) % numAnimationFrames );
+
+ MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+ sprite_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetSKINNING( 0 );
+ vshIndex.SetDOWATERFOG( fogIndex );
+ s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+
+ float color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
+
+ s_pShaderAPI->SetPixelShaderIndex( 0 );
+
+ color[0] = color[1] = color[2] = flFade * frameBlendAlpha;
+ color[3] = 1.0f;
+ s_pShaderAPI->SetPixelShaderConstant( 0, color );
+
+ // identity base texture transorm
+ float ident[2][4] = {
+ { 1.0f, 0.0f, 0.0f, 0.0f },
+ { 0.0f, 1.0f, 0.0f, 0.0f }
+ };
+ s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, &ident[0][0], 2 );
+ }
+ Draw();
+ }
+ break;
+ default:
+ ShaderWarning( "shader Sprite: Unknown sprite render mode\n" );
+ break;
+ }
+ }
+END_SHADER