mirror of
https://github.com/Gigaslav/HL2Overcharged.git
synced 2025-12-31 05:48:28 +03:00
182 lines
5.6 KiB
C++
182 lines
5.6 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "BaseVSShader.h"
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#include "cpp_shader_constant_register_map.h"
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#include "sdk_windowimposter_vs20.inc"
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#include "sdk_windowimposter_ps20.inc"
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#include "sdk_windowimposter_ps20b.inc"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( sdk_windowimposter, sdk_windowimposter_DX90 )
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BEGIN_VS_SHADER( sdk_windowimposter_DX90,
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"Help for WindowImposter_DX90" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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#ifdef MAPBASE
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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#endif
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#ifdef PARALLAX_CORRECTED_CUBEMAPS
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// Parallax cubemaps
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SHADER_PARAM( ENVMAPPARALLAX, SHADER_PARAM_TYPE_BOOL, "0", "Enables parallax correction code for env_cubemaps" )
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SHADER_PARAM( ENVMAPPARALLAXOBB1, SHADER_PARAM_TYPE_VEC4, "[1 0 0 0]", "The first line of the parallax correction OBB matrix" )
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SHADER_PARAM( ENVMAPPARALLAXOBB2, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "The second line of the parallax correction OBB matrix" )
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SHADER_PARAM( ENVMAPPARALLAXOBB3, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "The third line of the parallax correction OBB matrix" )
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SHADER_PARAM( ENVMAPORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "The world space position of the env_cubemap being corrected" )
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#endif
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END_SHADER_PARAMS
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
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SHADER_INIT_PARAMS()
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{
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#ifdef MAPBASE
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if( !params[ENVMAPFRAME]->IsDefined() )
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params[ENVMAPFRAME]->SetIntValue( 0 );
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#endif
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}
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SHADER_FALLBACK
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{
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return NULL;
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}
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SHADER_INIT
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{
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LoadCubeMap( ENVMAP );
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#ifdef MAPBASE
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if (mat_specular_disable_on_missing.GetBool())
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{
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// Revert to defaultcubemap when the envmap texture is missing
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// (should be equivalent to toolsblack in Mapbase)
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if (params[ENVMAP]->GetTextureValue()->IsError())
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{
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params[ENVMAP]->SetStringValue( "engine/defaultcubemap" );
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LoadCubeMap( ENVMAP );
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}
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}
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#endif
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}
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SHADER_DRAW
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{
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#ifdef PARALLAX_CORRECTED_CUBEMAPS
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// Parallax cubemaps
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bool hasParallaxCorrection = params[ENVMAPPARALLAX]->GetIntValue() > 0;
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#else
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bool hasParallaxCorrection = false;
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#endif
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SHADOW_STATE
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{
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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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DECLARE_STATIC_VERTEX_SHADER( sdk_windowimposter_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection ); // Parallax cubemaps enabled for 2_0b and onwards
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SET_STATIC_VERTEX_SHADER( sdk_windowimposter_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( sdk_windowimposter_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection ); // Parallax cubemaps enabled for 2_0b and onwards
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SET_STATIC_PIXEL_SHADER( sdk_windowimposter_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( sdk_windowimposter_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, 0 ); // No parallax cubemaps with ps_2_0 :(
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SET_STATIC_PIXEL_SHADER( sdk_windowimposter_ps20 );
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}
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unsigned int flags = VERTEX_POSITION;
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int nTexCoordCount = 2;
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if (hasParallaxCorrection)
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{
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flags |= VERTEX_NORMAL;
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nTexCoordCount++;
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}
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, 0, 0 );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableDepthWrites( false );
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( sdk_windowimposter_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_VERTEX_SHADER( sdk_windowimposter_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_windowimposter_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sdk_windowimposter_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( sdk_windowimposter_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER( sdk_windowimposter_ps20 );
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}
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SetModulationVertexShaderDynamicState();
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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#ifdef PARALLAX_CORRECTED_CUBEMAPS
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// Parallax cubemaps
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if (hasParallaxCorrection)
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{
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pShaderAPI->SetPixelShaderConstant( 0, params[ENVMAPORIGIN]->GetVecValue() );
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float* vecs[3];
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vecs[0] = const_cast<float*>(params[ENVMAPPARALLAXOBB1]->GetVecValue());
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vecs[1] = const_cast<float*>(params[ENVMAPPARALLAXOBB2]->GetVecValue());
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vecs[2] = const_cast<float*>(params[ENVMAPPARALLAXOBB3]->GetVecValue());
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float matrix[4][4];
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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matrix[i][j] = vecs[i][j];
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}
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}
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matrix[3][0] = matrix[3][1] = matrix[3][2] = 0;
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matrix[3][3] = 1;
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pShaderAPI->SetPixelShaderConstant( 1, &matrix[0][0], 4 );
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}
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#endif
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#ifdef MAPBASE
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BindTexture( SHADER_SAMPLER0, ENVMAP, ENVMAPFRAME );
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#else
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BindTexture( SHADER_SAMPLER0, ENVMAP, -1 );
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#endif
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}
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Draw();
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}
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END_SHADER
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