//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "cpp_shader_constant_register_map.h" #include "VertexLit_and_unlit_Generic_vs20.inc" #include "decalmodulate_ps20.inc" #include "decalmodulate_ps20b.inc" #ifndef _X360 #include "vertexlit_and_unlit_generic_vs30.inc" #include "decalmodulate_ps30.inc" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( DecalModulate, DecalModulate_DX9 ) extern ConVar r_flashlight_version2; BEGIN_VS_SHADER( DecalModulate_dx9, "Help for DecalModulate_dx9" ) BEGIN_SHADER_PARAMS END_SHADER_PARAMS SHADER_FALLBACK { if (g_pHardwareConfig->GetDXSupportLevel() < 90) return "DecalModulate_DX6"; return 0; } 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_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 ); // Be sure not to write to dest alpha pShaderShadow->EnableAlphaWrites( false ); // SRGB conversions hose the blend on some hardware, so keep we everything in gamma space pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); pShaderShadow->EnableSRGBWrite( false ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); pShaderShadow->DisableFogGammaCorrection( true ); //fog should stay exactly middle grey FogToGrey(); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); 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( FLASHLIGHT, 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( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 ); SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20b ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps20 ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps20 ); } } #ifndef _X360 else { DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); 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( FLASHLIGHT, 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( DONT_GAMMA_CONVERT_VERTEX_COLOR, 0 ); SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); DECLARE_STATIC_PIXEL_SHADER( decalmodulate_ps30 ); SET_STATIC_PIXEL_SHADER( decalmodulate_ps30 ); } #endif // 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 ); // Set an identity base texture transformation Vector4D transformation[2]; transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f ); transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, transformation[0].Base(), 2 ); MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); 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_VERTEX, 0 ); // SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); // SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, 0 ); SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps20 ); } } #ifndef _X360 else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 ); 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_VERTEX, 0 ); // SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 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( vertexlit_and_unlit_generic_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalmodulate_ps30 ); bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } #endif } Draw( ); } END_SHADER