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https://github.com/celisej567/cool-source-archive.git
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353 lines
13 KiB
C++
353 lines
13 KiB
C++
//===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: shader for drawing sprites as cards, with animation frame lerping
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "spritecard_ps40.inc"
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#include "spritecard_vs40.inc"
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#include "splinecard_vs40.inc"
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#include "tier0/icommandline.h" //command line
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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 DEFAULT_PARTICLE_FEATHERING_ENABLED 1
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CREATE_CONSTANT_BUFFER( SpriteCard )
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{
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Vector4D ScaleParms;
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Vector4D SizeParms;
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Vector4D SizeParms2;
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IntVector4D SpriteControls;
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Vector4D PixelParms;
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Vector4D DepthFeatheringConstants;
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};
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int GetDefaultDepthFeatheringValue( void ) //Allow the command-line to go against the default soft-particle value
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{
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static int iRetVal = -1;
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if( iRetVal == -1 )
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{
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# if( DEFAULT_PARTICLE_FEATHERING_ENABLED == 1 )
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{
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if( CommandLine()->CheckParm( "-softparticlesdefaultoff" ) )
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iRetVal = 0;
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else
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iRetVal = 1;
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}
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# else
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{
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if( CommandLine()->CheckParm( "-softparticlesdefaulton" ) )
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iRetVal = 1;
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else
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iRetVal = 0;
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}
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# endif
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}
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return iRetVal;
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}
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BEGIN_VS_SHADER_FLAGS( Spritecard, "Help for Spritecard", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DEPTHBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "fade at intersection boundaries" )
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SHADER_PARAM( DEPTHBLENDSCALE, SHADER_PARAM_TYPE_FLOAT, "50.0", "Amplify or reduce DEPTHBLEND fading. Lower values make harder edges." )
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SHADER_PARAM( ORIENTATION, SHADER_PARAM_TYPE_INTEGER, "0", "0 = always face camera, 1 = rotate around z, 2= parallel to ground" )
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SHADER_PARAM( ADDBASETEXTURE2, SHADER_PARAM_TYPE_FLOAT, "0.0", "amount to blend second texture into frame by" )
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SHADER_PARAM( OVERBRIGHTFACTOR, SHADER_PARAM_TYPE_FLOAT, "1.0", "overbright factor for texture. For HDR effects.")
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SHADER_PARAM( DUALSEQUENCE, SHADER_PARAM_TYPE_INTEGER, "0", "blend two separate animated sequences.")
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SHADER_PARAM( SEQUENCE_BLEND_MODE, SHADER_PARAM_TYPE_INTEGER, "0", "defines the blend mode between the images un dual sequence particles. 0 = avg, 1=alpha from first, rgb from 2nd, 2= first over second" )
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SHADER_PARAM( MAXLUMFRAMEBLEND1, SHADER_PARAM_TYPE_INTEGER, "0", "instead of blending between animation frames for the first sequence, select pixels based upon max luminance" )
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SHADER_PARAM( MAXLUMFRAMEBLEND2, SHADER_PARAM_TYPE_INTEGER, "0", "instead of blending between animation frames for the 2nd sequence, select pixels based upon max luminance" )
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SHADER_PARAM( RAMPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "if specified, then the red value of the image is used to index this ramp to produce the output color" )
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SHADER_PARAM( ZOOMANIMATESEQ2, SHADER_PARAM_TYPE_FLOAT, "1.0", "amount to gradually zoom between frames on the second sequence. 2.0 will double the size of a frame over its lifetime.")
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SHADER_PARAM( EXTRACTGREENALPHA, SHADER_PARAM_TYPE_INTEGER, "0", "grayscale data sitting in green/alpha channels")
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SHADER_PARAM( ADDOVERBLEND, SHADER_PARAM_TYPE_INTEGER, "0", "use ONE:INVSRCALPHA blending")
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SHADER_PARAM( ADDSELF, SHADER_PARAM_TYPE_FLOAT, "0.0", "amount of base texture to additively blend in" )
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SHADER_PARAM( BLENDFRAMES, SHADER_PARAM_TYPE_BOOL, "1", "whether or not to smoothly blend between animated frames" )
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SHADER_PARAM( MINSIZE, SHADER_PARAM_TYPE_FLOAT, "0.0", "minimum screen fractional size of particle")
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SHADER_PARAM( STARTFADESIZE, SHADER_PARAM_TYPE_FLOAT, "10.0", "screen fractional size to start fading particle out")
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SHADER_PARAM( ENDFADESIZE, SHADER_PARAM_TYPE_FLOAT, "20.0", "screen fractional size to finish fading particle out")
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SHADER_PARAM( MAXSIZE, SHADER_PARAM_TYPE_FLOAT, "20.0", "maximum screen fractional size of particle")
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SHADER_PARAM( USEINSTANCING, SHADER_PARAM_TYPE_BOOL, "1", "whether to use GPU vertex instancing (submit 1 vert per particle quad)")
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SHADER_PARAM( SPLINETYPE, SHADER_PARAM_TYPE_INTEGER, "0", "spline type 0 = none, 1=ctamull rom")
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SHADER_PARAM( MAXDISTANCE, SHADER_PARAM_TYPE_FLOAT, "100000.0", "maximum distance to draw particles at")
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SHADER_PARAM( FARFADEINTERVAL, SHADER_PARAM_TYPE_FLOAT, "400.0", "interval over which to fade out far away particles")
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END_SHADER_PARAMS
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DECLARE_CONSTANT_BUFFER(SpriteCard)
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SHADER_INIT_GLOBAL
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{
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INIT_CONSTANT_BUFFER( SpriteCard );
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}
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SHADER_INIT_PARAMS()
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{
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INIT_FLOAT_PARM( MAXDISTANCE, 100000.0);
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INIT_FLOAT_PARM( FARFADEINTERVAL, 400.0);
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INIT_FLOAT_PARM( MAXSIZE, 20.0 );
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INIT_FLOAT_PARM( ENDFADESIZE, 20.0 );
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INIT_FLOAT_PARM( STARTFADESIZE, 10.0 );
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INIT_FLOAT_PARM( DEPTHBLENDSCALE, 50.0 );
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INIT_FLOAT_PARM( OVERBRIGHTFACTOR, 1.0 );
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INIT_FLOAT_PARM( ADDBASETEXTURE2, 0.0 );
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INIT_FLOAT_PARM( ADDSELF, 0.0 );
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INIT_FLOAT_PARM( ZOOMANIMATESEQ2, 0.0 );
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if ( !params[DEPTHBLEND]->IsDefined() )
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{
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params[ DEPTHBLEND ]->SetIntValue( GetDefaultDepthFeatheringValue() );
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}
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if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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params[ DEPTHBLEND ]->SetIntValue( 0 );
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}
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if ( !params[DUALSEQUENCE]->IsDefined() )
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{
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params[DUALSEQUENCE]->SetIntValue( 0 );
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}
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if ( !params[MAXLUMFRAMEBLEND1]->IsDefined() )
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{
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params[MAXLUMFRAMEBLEND1]->SetIntValue( 0 );
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}
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if ( !params[MAXLUMFRAMEBLEND2]->IsDefined() )
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{
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params[MAXLUMFRAMEBLEND2]->SetIntValue( 0 );
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}
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if ( !params[EXTRACTGREENALPHA]->IsDefined() )
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{
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params[EXTRACTGREENALPHA]->SetIntValue( 0 );
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}
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if ( !params[ADDOVERBLEND]->IsDefined() )
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{
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params[ADDOVERBLEND]->SetIntValue( 0 );
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}
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if ( !params[BLENDFRAMES]->IsDefined() )
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{
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params[ BLENDFRAMES ]->SetIntValue( 1 );
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}
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if ( !params[USEINSTANCING]->IsDefined() )
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{
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params[ USEINSTANCING ]->SetIntValue( IsX360() ? 1 : 0 );
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}
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SET_FLAGS2( MATERIAL_VAR2_IS_SPRITECARD );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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if ( params[BASETEXTURE]->IsDefined() )
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{
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bool bExtractGreenAlpha = false;
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if ( params[EXTRACTGREENALPHA]->IsDefined() )
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bExtractGreenAlpha = params[EXTRACTGREENALPHA]->GetIntValue() != 0;
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LoadTexture( BASETEXTURE );
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}
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if ( params[RAMPTEXTURE]->IsDefined() )
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{
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LoadTexture( RAMPTEXTURE );
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}
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}
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SHADER_DRAW
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{
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bool bUseRampTexture = ( params[RAMPTEXTURE]->IsDefined() );
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bool bZoomSeq2 = ( ( params[ZOOMANIMATESEQ2]->GetFloatValue()) > 1.0 );
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bool bDepthBlend = ( params[DEPTHBLEND]->GetIntValue() != 0 );
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bool bAdditive2ndTexture = params[ADDBASETEXTURE2]->GetFloatValue() != 0.0;
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bool bExtractGreenAlpha = ( params[EXTRACTGREENALPHA]->GetIntValue() != 0 );
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int nSplineType = params[SPLINETYPE]->GetIntValue();
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bool bUseInstancing = false;
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SHADOW_STATE
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{
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bool bSecondSequence = params[DUALSEQUENCE]->GetIntValue() != 0;
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bool bAddOverBlend = params[ADDOVERBLEND]->GetIntValue() != 0;
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bool bBlendFrames = ( params[BLENDFRAMES]->GetIntValue() != 0 );
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if ( nSplineType )
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{
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bBlendFrames = false;
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bUseInstancing = false;
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}
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bool bAddSelf = params[ADDSELF]->GetFloatValue() != 0.0;
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// draw back-facing because of yaw spin
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pShaderShadow->EnableCulling( false );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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if ( bAdditive2ndTexture || bAddOverBlend || bAddSelf )
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{
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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else
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{
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if ( IS_FLAG_SET(MATERIAL_VAR_ADDITIVE) )
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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}
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else
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{
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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}
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}
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unsigned int flags = VERTEX_POSITION | VERTEX_COLOR;
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static int s_TexCoordSize[8]={4, // 0 = sheet bounding uvs, frame0
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4, // 1 = sheet bounding uvs, frame 1
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4, // 2 = frame blend, rot, radius, ???
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2, // 3 = corner identifier ( 0/0,1/0,1/1, 1/0 )
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4, // 4 = texture 2 bounding uvs
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4, // 5 = second sequence bounding uvs, frame0
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4, // 6 = second sequence bounding uvs, frame1
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4, // 7 = second sequence frame blend, ?,?,?
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};
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static int s_TexCoordSizeSpline[]={4, // 0 = sheet bounding uvs, frame0
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4, // 1 = sheet bounding uvs, frame 1
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4, // 2 = frame blend, rot, radius, ???
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4, // 3 = corner identifier ( 0/0,1/0,1/1, 1/0 )
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4, // 4 = texture 2 bounding uvs
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4, // 5 = second sequence bounding uvs, frame0
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4, // 6 = second sequence bounding uvs, frame1
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4, // 7 = second sequence frame blend, ?,?,?
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};
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int numTexCoords = 4;
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if ( bAdditive2ndTexture )
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{
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numTexCoords = 5;
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}
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if ( bSecondSequence )
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{
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// the whole shebang - 2 sequences, with a possible multi-image sequence first
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numTexCoords = 8;
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}
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pShaderShadow->VertexShaderVertexFormat( flags,
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numTexCoords,
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nSplineType? s_TexCoordSizeSpline : s_TexCoordSize, 0 );
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if ( nSplineType )
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{
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SetVertexShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_PERFRAME );
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SetVertexShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERSCENE );
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DECLARE_STATIC_VERTEX_SHADER( splinecard_vs40 );
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SET_STATIC_VERTEX_SHADER( splinecard_vs40 );
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}
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else
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{
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SetVertexShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_PERMODEL );
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SetVertexShaderConstantBuffer( 1, SHADER_CONSTANTBUFFER_PERFRAME );
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SetVertexShaderConstantBuffer( 2, SHADER_CONSTANTBUFFER_PERSCENE );
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SetVertexShaderConstantBuffer( 3, CONSTANT_BUFFER( SpriteCard ) );
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DECLARE_STATIC_VERTEX_SHADER( spritecard_vs40 );
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SET_STATIC_VERTEX_SHADER_COMBO( DUALSEQUENCE, bSecondSequence );
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SET_STATIC_VERTEX_SHADER( spritecard_vs40 );
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}
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SetPixelShaderConstantBuffer( 0, SHADER_CONSTANTBUFFER_PERFRAME );
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SetPixelShaderConstantBuffer( 1, CONSTANT_BUFFER( SpriteCard ) );
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DECLARE_STATIC_PIXEL_SHADER( spritecard_ps40 );
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SET_STATIC_PIXEL_SHADER_COMBO( ADDBASETEXTURE2, bAdditive2ndTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( ADDSELF, bAddSelf );
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SET_STATIC_PIXEL_SHADER_COMBO( ANIMBLEND, bBlendFrames );
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SET_STATIC_PIXEL_SHADER_COMBO( DUALSEQUENCE, bSecondSequence );
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SET_STATIC_PIXEL_SHADER_COMBO( SEQUENCE_BLEND_MODE, bSecondSequence ? params[SEQUENCE_BLEND_MODE]->GetIntValue() : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( MAXLUMFRAMEBLEND1, params[MAXLUMFRAMEBLEND1]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( MAXLUMFRAMEBLEND2, bSecondSequence? params[MAXLUMFRAMEBLEND1]->GetIntValue() : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( COLORRAMP, bUseRampTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( EXTRACTGREENALPHA, bExtractGreenAlpha );
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SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, bDepthBlend );
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SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, !( bAdditive2ndTexture || bAddSelf ) );
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SET_STATIC_PIXEL_SHADER( spritecard_ps40 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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if ( bUseRampTexture )
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{
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BindTexture( SHADER_SAMPLER1, RAMPTEXTURE, FRAME );
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}
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if ( bDepthBlend )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
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}
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int nOrientation = params[ORIENTATION]->GetIntValue();
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nOrientation = clamp( nOrientation, 0, 2 );
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ALIGN16 CONSTANT_BUFFER_TYPE( SpriteCard ) consts;
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if ( bZoomSeq2 )
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{
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float flZScale=1.0/(params[ZOOMANIMATESEQ2]->GetFloatValue());
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consts.ScaleParms.Init( 0.5 * ( 1.0 + flZScale ), flZScale, 0, 0 );
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}
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// set fade constants in vsconsts 8 and 9
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float flMaxDistance = params[MAXDISTANCE]->GetFloatValue();
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float flStartFade = max( 1.0, flMaxDistance - params[FARFADEINTERVAL]->GetFloatValue() );
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float VC0[8]={ params[MINSIZE]->GetFloatValue(), params[MAXSIZE]->GetFloatValue(),
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params[STARTFADESIZE]->GetFloatValue(), params[ENDFADESIZE]->GetFloatValue(),
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flStartFade, 1.0/(flMaxDistance-flStartFade),
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0,0 };
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consts.SizeParms = VC0;
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consts.SizeParms2 = VC0 + 4;
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consts.SpriteControls.Init( bZoomSeq2, bExtractGreenAlpha, bUseInstancing, 0 );
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// FIXME
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//pShaderAPI->SetDepthFeatheringPixelShaderConstant( 2, params[DEPTHBLENDSCALE]->GetFloatValue() );
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consts.DepthFeatheringConstants.Init();
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float C0[4]={ params[ADDBASETEXTURE2]->GetFloatValue(),
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params[OVERBRIGHTFACTOR]->GetFloatValue(),
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params[ADDSELF]->GetFloatValue(),
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0.0f };
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consts.PixelParms = C0;
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UPDATE_CONSTANT_BUFFER( SpriteCard, consts );
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if ( nSplineType )
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( splinecard_vs40 );
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SET_DYNAMIC_VERTEX_SHADER( splinecard_vs40 );
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}
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else
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( spritecard_vs40 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( ORIENTATION, nOrientation );
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SET_DYNAMIC_VERTEX_SHADER( spritecard_vs40 );
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}
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DECLARE_DYNAMIC_PIXEL_SHADER( spritecard_ps40 );
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SET_DYNAMIC_PIXEL_SHADER( spritecard_ps40 );
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}
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Draw( );
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}
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END_SHADER
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