Files
HL2Overcharged/materialsystem/stdshaders/decalmodulate_dx9.cpp
2025-05-21 21:20:08 +03:00

333 lines
11 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "SDK_decalmodulate_vs20.inc"
#include "SDK_decalmodulate_ps20.inc"
#include "SDK_decalmodulate_ps20b.inc"
#ifndef _X360
#include "SDK_decalmodulate_vs30.inc"
#include "SDK_decalmodulate_ps30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#ifdef MAPBASE
ConVar mat_decalmodulate_flashdraw( "mat_decalmodulate_flashdraw", "0" );
#endif
DEFINE_FALLBACK_SHADER( SDK_DecalModulate, SDK_DecalModulate_DX9 )
BEGIN_VS_SHADER( SDK_DecalModulate_dx9,
"Help for SDK_DecalModulate_dx9" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( FOGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "0.4", "exponent to tweak fog fade" )
SHADER_PARAM( FOGSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale to tweak fog fade" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT_PARAMS()
{
if( !params[ FOGEXPONENT ]->IsDefined() )
{
params[ FOGEXPONENT ]->SetFloatValue( 0.4f );
}
if( !params[ FOGSCALE ]->IsDefined() )
{
params[ FOGSCALE ]->SetFloatValue( 1.0f );
}
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
#ifndef _X360
if ( g_pHardwareConfig->HasFastVertexTextures() )
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
#endif
}
SHADER_INIT
{
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
#ifdef MAPBASE
// It is now believed the decals not appearing is a sorting issue.
// The flashlight part is transparent and overlaid on top of the decal.
// When a fix is found, this flashlight code could be removed.
bool bHasFlashlight = UsingFlashlight( params );
if (bHasFlashlight && !mat_decalmodulate_flashdraw.GetBool())
return;
#endif
SHADOW_STATE
{
pShaderShadow->EnableAlphaTest( true );
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
//SRGB conversions hose the blend on some hardware, so keep everything in gamma space.
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
pShaderShadow->EnableSRGBWrite( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey
FogToGrey();
#ifdef MAPBASE
int userDataSize = 0;
int nShadowFilterMode = 0;
if ( bHasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Depth texture
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER8 );
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Noise map
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Flashlight cookie
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );
userDataSize = 4; // tangent S
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
}
}
#endif
bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) && IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( sdk_decalmodulate_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexAlpha );
SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, false );
#ifdef MAPBASE
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
#endif
SET_STATIC_VERTEX_SHADER( sdk_decalmodulate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( sdk_decalmodulate_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha );
#ifdef MAPBASE
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
#endif
SET_STATIC_PIXEL_SHADER( sdk_decalmodulate_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( sdk_decalmodulate_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha );
#ifdef MAPBASE
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
#endif
SET_STATIC_PIXEL_SHADER( sdk_decalmodulate_ps20 );
}
}
#ifndef _X360
else
{
DECLARE_STATIC_VERTEX_SHADER( sdk_decalmodulate_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexAlpha );
SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, false );
#ifdef MAPBASE
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
#endif
SET_STATIC_VERTEX_SHADER( sdk_decalmodulate_vs30 );
DECLARE_STATIC_PIXEL_SHADER( sdk_decalmodulate_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, bHasVertexAlpha );
#ifdef MAPBASE
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
#endif
SET_STATIC_PIXEL_SHADER( sdk_decalmodulate_ps30 );
}
#endif
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
if ( bHasVertexAlpha )
{
flags |= VERTEX_COLOR;
}
#ifndef _X360
// The VS30 shader offsets decals along the normal (for morphed geom)
flags |= g_pHardwareConfig->HasFastVertexTextures() ? VERTEX_NORMAL : 0;
#endif
int pTexCoordDim[3] = { 2, 0, 3 };
int nTexCoordCount = 1;
#ifndef MAPBASE
int userDataSize = 0;
#endif
#ifndef _X360
if ( g_pHardwareConfig->HasFastVertexTextures() )
{
#ifdef MAPBASE
if (nTexCoordCount == 0)
nTexCoordCount = 3;
#else
nTexCoordCount = 3;
#endif
}
#endif
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
}
DYNAMIC_STATE
{
#ifdef MAPBASE // This fixes blood decals, etc. not showing up under flashlights.
//bHasFlashlight = pShaderAPI->InFlashlightMode();
bool bFlashlightShadows = false;
if ( bHasFlashlight )
{
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
{
BindTexture( SHADER_SAMPLER8, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_SHADOW_NOISE_2D );
}
SetFlashLightColorFromState( state, pShaderAPI, 28 );
Assert( state.m_pSpotlightTexture >= 0 && state.m_nSpotlightTextureFrame >= 0 );
BindTexture( SHADER_SAMPLER7, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
float atten_pos[8];
atten_pos[0] = state.m_fConstantAtten; // Set the flashlight attenuation factors
atten_pos[1] = state.m_fLinearAtten;
atten_pos[2] = state.m_fQuadraticAtten;
atten_pos[3] = state.m_FarZ;
atten_pos[4] = state.m_vecLightOrigin[0]; // Set the flashlight origin
atten_pos[5] = state.m_vecLightOrigin[1];
atten_pos[6] = state.m_vecLightOrigin[2];
atten_pos[7] = 1.0f;
pShaderAPI->SetPixelShaderConstant( 22, atten_pos, 2 );
pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
}
//if ( pShaderAPI->InFlashlightMode() && mat_decalmodulate_noflashdraw.GetBool() )
#else
if ( pShaderAPI->InFlashlightMode() && !IsX360() )
{
// Don't draw anything for the flashlight pass
Draw( false );
return;
}
#endif
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
// Set an identity base texture transformation
Vector4D transformation[2];
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 );
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 );
// fog tweaks
float fConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
fConsts[0] = params[ FOGEXPONENT ]->GetFloatValue();
fConsts[1] = params[ FOGSCALE ]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 0, fConsts );
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_decalmodulate_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
// SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); // JasonM TODO: set this appropriately when we care about decals on subds
SET_DYNAMIC_VERTEX_SHADER( sdk_decalmodulate_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_decalmodulate_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
#ifdef MAPBASE
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
#endif
SET_DYNAMIC_PIXEL_SHADER( sdk_decalmodulate_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_decalmodulate_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sdk_decalmodulate_ps20 );
}
}
#ifndef _X360
else
{
SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_decalmodulate_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == 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_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
// SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); // JasonM TODO: set this appropriately when we care about decals on subds
SET_DYNAMIC_VERTEX_SHADER( sdk_decalmodulate_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_decalmodulate_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
#ifdef MAPBASE
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
#endif
SET_DYNAMIC_PIXEL_SHADER( sdk_decalmodulate_ps30 );
bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() };
pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
}
#endif
}
Draw( );
}
END_SHADER