291 lines
11 KiB
C++
291 lines
11 KiB
C++
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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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 "depthwrite_ps20.inc"
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#include "depthwrite_ps20b.inc"
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#include "depthwrite_vs20.inc"
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#if !defined( _X360 )
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#include "depthwrite_ps30.inc"
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#include "depthwrite_vs30.inc"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
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BEGIN_VS_SHADER_FLAGS( DepthWrite, "Help for Depth Write", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "", "Alpha reference value" )
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SHADER_PARAM( DISPLACEMENTMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Displacement map" )
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SHADER_PARAM( DISPLACEMENTWRINKLE, SHADER_PARAM_TYPE_BOOL, "0", "Displacement map contains wrinkle displacements")
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// vertexlitgeneric tree sway animation control
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SHADER_PARAM( TREESWAY, SHADER_PARAM_TYPE_INTEGER, "0", "" );
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SHADER_PARAM( TREESWAYHEIGHT, SHADER_PARAM_TYPE_FLOAT, "1000", "" );
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SHADER_PARAM( TREESWAYSTARTHEIGHT, SHADER_PARAM_TYPE_FLOAT, "0.2", "" );
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SHADER_PARAM( TREESWAYRADIUS, SHADER_PARAM_TYPE_FLOAT, "300", "" );
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SHADER_PARAM( TREESWAYSTARTRADIUS, SHADER_PARAM_TYPE_FLOAT, "0.1", "" );
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SHADER_PARAM( TREESWAYSPEED, SHADER_PARAM_TYPE_FLOAT, "1", "" );
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SHADER_PARAM( TREESWAYSPEEDHIGHWINDMULTIPLIER, SHADER_PARAM_TYPE_FLOAT, "2", "" );
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SHADER_PARAM( TREESWAYSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "10", "" );
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SHADER_PARAM( TREESWAYSCRUMBLESPEED, SHADER_PARAM_TYPE_FLOAT, "0.1", "" );
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SHADER_PARAM( TREESWAYSCRUMBLESTRENGTH, SHADER_PARAM_TYPE_FLOAT, "0.1", "" );
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SHADER_PARAM( TREESWAYSCRUMBLEFREQUENCY, SHADER_PARAM_TYPE_FLOAT, "0.1", "" );
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SHADER_PARAM( TREESWAYFALLOFFEXP, SHADER_PARAM_TYPE_FLOAT, "1.5", "" );
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SHADER_PARAM( TREESWAYSCRUMBLEFALLOFFEXP, SHADER_PARAM_TYPE_FLOAT, "1.0", "" );
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SHADER_PARAM( TREESWAYSPEEDLERPSTART, SHADER_PARAM_TYPE_FLOAT, "3", "" );
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SHADER_PARAM( TREESWAYSPEEDLERPEND, SHADER_PARAM_TYPE_FLOAT, "6", "" );
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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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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if ( params[DISPLACEMENTMAP]->IsDefined() )
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{
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LoadTexture( DISPLACEMENTMAP );
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}
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}
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SHADER_DRAW
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{
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bool bAlphaClip = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST );
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int nTreeSwayMode = GetIntParam( TREESWAY, params, 0 );
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nTreeSwayMode = clamp( nTreeSwayMode, 0, 2 );
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bool bHasDisplacement = params[DISPLACEMENTMAP]->IsTexture();
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#if !defined( PLATFORM_X360 )
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bool bHasDisplacementWrinkles = params[DISPLACEMENTWRINKLE]->GetIntValue() != 0;
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#endif
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SHADOW_STATE
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{
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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// Bias primitives when rendering into shadow map so we get slope-scaled depth bias
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// rather than having to apply a constant bias in the filtering shader later
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_SHADOW_BIAS );
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// Turn off writes to color buffer since we always sample shadows from the DEPTH texture later
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// This gives us double-speed fill when rendering INTO the shadow map
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pShaderShadow->EnableColorWrites( false );
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pShaderShadow->EnableAlphaWrites( false );
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// Don't backface cull unless alpha clipping, since this can cause artifacts when the
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// geometry is clipped by the flashlight near plane
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// If a material was already marked nocull, don't cull it
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pShaderShadow->EnableCulling( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) && !IS_FLAG_SET(MATERIAL_VAR_NOCULL) );
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if ( bHasDisplacement && IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
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{
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pShaderShadow->EnableVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, true );
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}
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, !bAlphaClip && IsX360() ); //360 needs to know if it *shouldn't* output texture coordinates to avoid shader patches
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SET_STATIC_VERTEX_SHADER_COMBO( TREESWAY, nTreeSwayMode );
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SET_STATIC_VERTEX_SHADER( depthwrite_vs20 );
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if( bAlphaClip )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20b );
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SET_STATIC_PIXEL_SHADER( depthwrite_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps20 );
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SET_STATIC_PIXEL_SHADER( depthwrite_ps20 );
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}
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}
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}
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#ifndef _X360
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else
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{
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );
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DECLARE_STATIC_VERTEX_SHADER( depthwrite_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( ONLY_PROJECT_POSITION, 0 ); //360 only combo, and this is a PC path
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SET_STATIC_VERTEX_SHADER_COMBO( TREESWAY, nTreeSwayMode );
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SET_STATIC_VERTEX_SHADER( depthwrite_vs30 );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // irrelevant, since we just need alpha
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DECLARE_STATIC_PIXEL_SHADER( depthwrite_ps30 );
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SET_STATIC_PIXEL_SHADER( depthwrite_ps30 );
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}
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#endif
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}
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DYNAMIC_STATE
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{
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( depthwrite_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, ( int )vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 );
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SET_DYNAMIC_VERTEX_SHADER( depthwrite_vs20 );
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if ( bAlphaClip )
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f};
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if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) )
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{
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vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue();
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}
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pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 );
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}
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip );
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SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip );
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SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps20 );
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}
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}
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#ifndef _X360
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else // 3.0 shader case (PC only)
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{
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TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode();
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if ( nTessellationMode != TESSELLATION_MODE_DISABLED )
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{
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pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
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float vSubDControls[4] = { 1.0f/pShaderAPI->GetSubDHeight(),
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bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f,
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bHasDisplacementWrinkles && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vSubDControls );
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if( bHasDisplacement )
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{
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BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, DISPLACEMENTMAP );
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}
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else
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{
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pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, TEXTURE_BLACK );
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}
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// Currently, tessellation is mutually exclusive with any kind of GPU-side skinning, morphing or vertex compression
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Assert( !pShaderAPI->IsHWMorphingEnabled() );
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Assert( pShaderAPI->GetCurrentNumBones() == 0 );
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Assert( vertexCompression == 0);
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}
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SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( depthwrite_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( pShaderAPI->GetCurrentNumBones() > 0 ) && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode );
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SET_DYNAMIC_VERTEX_SHADER( depthwrite_vs30 );
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if ( bAlphaClip )
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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float vAlphaThreshold[4] = {0.7f, 0.7f, 0.7f, 0.7f};
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if ( ALPHATESTREFERENCE != -1 && ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) )
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{
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vAlphaThreshold[0] = vAlphaThreshold[1] = vAlphaThreshold[2] = vAlphaThreshold[3] = params[ALPHATESTREFERENCE]->GetFloatValue();
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}
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pShaderAPI->SetPixelShaderConstant( 0, vAlphaThreshold, 1 );
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}
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DECLARE_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( ALPHACLIP, bAlphaClip );
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SET_DYNAMIC_PIXEL_SHADER( depthwrite_ps30 );
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}
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#endif
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if ( nTreeSwayMode != 0 )
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{
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float flParams[4];
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flParams[0] = pShaderAPI->CurrentTime();
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Vector windDir = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_WIND_DIRECTION );
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flParams[1] = windDir.x;
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flParams[2] = windDir.y;
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flParams[3] = 0.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flParams );
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flParams[0] = GetFloatParam( TREESWAYSCRUMBLEFALLOFFEXP, params, 1.0f );
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flParams[1] = GetFloatParam( TREESWAYFALLOFFEXP, params, 1.0f );
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flParams[2] = GetFloatParam( TREESWAYSCRUMBLESPEED, params, 3.0f );
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flParams[3] = GetFloatParam( TREESWAYSPEEDHIGHWINDMULTIPLIER, params, 2.0f );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, flParams );
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flParams[0] = GetFloatParam( TREESWAYHEIGHT, params, 1000.0f );
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flParams[1] = GetFloatParam( TREESWAYSTARTHEIGHT, params, 0.1f );
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flParams[2] = GetFloatParam( TREESWAYRADIUS, params, 300.0f );
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flParams[3] = GetFloatParam( TREESWAYSTARTRADIUS, params, 0.2f );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flParams );
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flParams[0] = GetFloatParam( TREESWAYSPEED, params, 1.0f );
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flParams[1] = GetFloatParam( TREESWAYSTRENGTH, params, 10.0f );
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flParams[2] = GetFloatParam( TREESWAYSCRUMBLEFREQUENCY, params, 12.0f );
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flParams[3] = GetFloatParam( TREESWAYSCRUMBLESTRENGTH, params, 10.0f );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, flParams );
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flParams[0] = GetFloatParam( TREESWAYSPEEDLERPSTART, params, 3.0f );
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flParams[1] = GetFloatParam( TREESWAYSPEEDLERPEND, params, 6.0f );
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flParams[2] = 0.0f;
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flParams[3] = 0.0f;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, flParams );
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}
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} // DYNAMIC_STATE
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Draw( );
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}
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END_SHADER
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