diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/sprite.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/sprite.cpp | 379 |
1 files changed, 379 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/sprite.cpp b/mp/src/materialsystem/stdshaders/sprite.cpp new file mode 100644 index 00000000..77934f57 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/sprite.cpp @@ -0,0 +1,379 @@ +//========= 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 |