//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "shader_register_map.h" #include "vertexlitgeneric_dx11_helper.h" #include "vertexlit_and_unlit_generic_vs40.inc" #include "decalmodulate_ps40.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX11 ) //extern ConVar r_flashlight_version2; BEGIN_VS_SHADER( DecalModulate_dx11, "Help for DecalModulate_dx11" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_FALLBACK { return 0; } DECLARE_CONSTANT_BUFFER( VertexLitGeneric ) SHADER_INIT_PARAMS() { 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_INIT_GLOBAL { INIT_CONSTANT_BUFFER( VertexLitGeneric ); } SHADER_DRAW { 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 ); SetInternalVertexShaderConstantBuffers(); SetVertexShaderConstantBuffer( USER_CBUFFER_REG_0, CONSTANT_BUFFER( VertexLitGeneric ) ); SetPixelShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_PERSCENE ); SetPixelShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERFRAME ); SetPixelShaderConstantBuffer( 2, CONSTANT_BUFFER( VertexLitGeneric ) ); // Be sure not to write to dest alpha pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey FogToGrey(); DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, false ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, false ); SET_STATIC_VERTEX_SHADER_COMBO( DECAL, true ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, false ); SET_STATIC_VERTEX_SHADER_COMBO( WRINKLEMAP, false ); SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 ); DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps40 ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps40 ); // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; #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; int userDataSize = 0; #ifndef _X360 if ( g_pHardwareConfig->HasFastVertexTextures() ) { nTexCoordCount = 3; } #endif pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); } DYNAMIC_STATE { //if ( pShaderAPI->InFlashlightMode() && ( !IsX360() && ( r_flashlight_version2.GetInt() == 0 ) ) ) //{ // // Don't draw anything for the flashlight pass // Draw( false ); // return; //} BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); VertexLitGeneric_CBuffer_t constants; memset( &constants, 0, sizeof( VertexLitGeneric_CBuffer_t ) ); constants.cBaseTextureTransform[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); constants.cBaseTextureTransform[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); SetHWMorphVertexShaderState( constants.cMorphDimensions, constants.cMorphSubrect, SHADER_VERTEXTEXTURE_SAMPLER0 ); pShaderAPI->GetFogParamsAndColor( constants.g_FogParams.Base(), constants.g_FogColor.Base() ); UPDATE_CONSTANT_BUFFER( VertexLitGeneric, constants ); MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, 0 ); // SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FLASHLIGHT, false ); SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 ); DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps40 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps40 ); bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } Draw(); } END_SHADER