Files
cool-source-archive/materialsystem/stdshadersdx11/decalmodulate_dx11.cpp
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

162 lines
5.4 KiB
C++

//===== 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