Files
HL2Overcharged/materialsystem/stdshaders/windowimposter_dx90.cpp
2025-05-21 21:20:08 +03:00

182 lines
5.6 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "sdk_windowimposter_vs20.inc"
#include "sdk_windowimposter_ps20.inc"
#include "sdk_windowimposter_ps20b.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( sdk_windowimposter, sdk_windowimposter_DX90 )
BEGIN_VS_SHADER( sdk_windowimposter_DX90,
"Help for WindowImposter_DX90" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
#ifdef MAPBASE
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
#endif
#ifdef PARALLAX_CORRECTED_CUBEMAPS
// Parallax cubemaps
SHADER_PARAM( ENVMAPPARALLAX, SHADER_PARAM_TYPE_BOOL, "0", "Enables parallax correction code for env_cubemaps" )
SHADER_PARAM( ENVMAPPARALLAXOBB1, SHADER_PARAM_TYPE_VEC4, "[1 0 0 0]", "The first line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPPARALLAXOBB2, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "The second line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPPARALLAXOBB3, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "The third line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "The world space position of the env_cubemap being corrected" )
#endif
END_SHADER_PARAMS
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
SHADER_INIT_PARAMS()
{
#ifdef MAPBASE
if( !params[ENVMAPFRAME]->IsDefined() )
params[ENVMAPFRAME]->SetIntValue( 0 );
#endif
}
SHADER_FALLBACK
{
return NULL;
}
SHADER_INIT
{
LoadCubeMap( ENVMAP );
#ifdef MAPBASE
if (mat_specular_disable_on_missing.GetBool())
{
// Revert to defaultcubemap when the envmap texture is missing
// (should be equivalent to toolsblack in Mapbase)
if (params[ENVMAP]->GetTextureValue()->IsError())
{
params[ENVMAP]->SetStringValue( "engine/defaultcubemap" );
LoadCubeMap( ENVMAP );
}
}
#endif
}
SHADER_DRAW
{
#ifdef PARALLAX_CORRECTED_CUBEMAPS
// Parallax cubemaps
bool hasParallaxCorrection = params[ENVMAPPARALLAX]->GetIntValue() > 0;
#else
bool hasParallaxCorrection = false;
#endif
SHADOW_STATE
{
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
DECLARE_STATIC_VERTEX_SHADER( sdk_windowimposter_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection ); // Parallax cubemaps enabled for 2_0b and onwards
SET_STATIC_VERTEX_SHADER( sdk_windowimposter_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( sdk_windowimposter_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection ); // Parallax cubemaps enabled for 2_0b and onwards
SET_STATIC_PIXEL_SHADER( sdk_windowimposter_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( sdk_windowimposter_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, 0 ); // No parallax cubemaps with ps_2_0 :(
SET_STATIC_PIXEL_SHADER( sdk_windowimposter_ps20 );
}
unsigned int flags = VERTEX_POSITION;
int nTexCoordCount = 2;
if (hasParallaxCorrection)
{
flags |= VERTEX_NORMAL;
nTexCoordCount++;
}
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, 0, 0 );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableDepthWrites( false );
FogToFogColor();
}
DYNAMIC_STATE
{
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_windowimposter_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER( sdk_windowimposter_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_windowimposter_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sdk_windowimposter_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_windowimposter_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( sdk_windowimposter_ps20 );
}
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 );
#ifdef PARALLAX_CORRECTED_CUBEMAPS
// Parallax cubemaps
if (hasParallaxCorrection)
{
pShaderAPI->SetPixelShaderConstant( 0, params[ENVMAPORIGIN]->GetVecValue() );
float* vecs[3];
vecs[0] = const_cast<float*>(params[ENVMAPPARALLAXOBB1]->GetVecValue());
vecs[1] = const_cast<float*>(params[ENVMAPPARALLAXOBB2]->GetVecValue());
vecs[2] = const_cast<float*>(params[ENVMAPPARALLAXOBB3]->GetVecValue());
float matrix[4][4];
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 4; j++)
{
matrix[i][j] = vecs[i][j];
}
}
matrix[3][0] = matrix[3][1] = matrix[3][2] = 0;
matrix[3][3] = 1;
pShaderAPI->SetPixelShaderConstant( 1, &matrix[0][0], 4 );
}
#endif
#ifdef MAPBASE
BindTexture( SHADER_SAMPLER0, ENVMAP, ENVMAPFRAME );
#else
BindTexture( SHADER_SAMPLER0, ENVMAP, -1 );
#endif
}
Draw();
}
END_SHADER