109 lines
3.9 KiB
C++
109 lines
3.9 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "morphaccumulate_vs30.inc"
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#include "morphaccumulate_ps30.inc"
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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_FALLBACK_SHADER( MorphAccumulate, MorphAccumulate_DX9 )
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BEGIN_VS_SHADER_FLAGS( MorphAccumulate_DX9, "Help for MorphAccumulate", SHADER_NOT_EDITABLE )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DELTA, SHADER_PARAM_TYPE_TEXTURE, "", "position/normal deltas" )
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SHADER_PARAM( SIDESPEED, SHADER_PARAM_TYPE_TEXTURE, "", "side/speed map" )
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SHADER_PARAM( DIMENSIONS, SHADER_PARAM_TYPE_VEC3, "", "delta dimensions" )
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SHADER_PARAM( DELTASCALE, SHADER_PARAM_TYPE_FLOAT, "", "delta scale" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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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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LoadTexture( DELTA );
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LoadTexture( SIDESPEED );
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}
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SHADER_DRAW
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{
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bool bUseConstantBasedAccum = ( g_pHardwareConfig->NumVertexShaderConstants() >= VERTEX_SHADER_FLEX_WEIGHTS + VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT );
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SHADOW_STATE
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{
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EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->EnableBlendingSeparateAlpha( true );
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pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->EnableDepthTest( false );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableCulling( false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED );
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DECLARE_STATIC_VERTEX_SHADER( morphaccumulate_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum );
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SET_STATIC_VERTEX_SHADER( morphaccumulate_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( morphaccumulate_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( CONSTANTBASEDMORPH, bUseConstantBasedAccum );
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SET_STATIC_PIXEL_SHADER( morphaccumulate_ps30 );
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// NOTE: Color indicates where in the morph accumulator to render into
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// Texcoord0 is the texcoord to read from in the source morph texture
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// Texcoord1 indicates the strength of the morph target
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int pTexCoord[2] = { 4, 1 };
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pShaderShadow->VertexShaderVertexFormat( VERTEX_FORMAT_USE_EXACT_FORMAT, 2, pTexCoord, 0 );
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}
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DYNAMIC_STATE
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{
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BindTexture( SHADER_SAMPLER0, DELTA );
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BindTexture( SHADER_SAMPLER1, SIDESPEED );
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if ( !bUseConstantBasedAccum )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_MORPH_WEIGHTS );
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int nXOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_X_OFFSET );
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int nYOffset = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_Y_OFFSET );
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int nSubrectWidth = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_WIDTH );
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int nSubrectHeight = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_WEIGHT_SUBRECT_HEIGHT );
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float pMorphWeightSubrect[4] = { nXOffset, nYOffset, nSubrectWidth, nSubrectHeight };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, pMorphWeightSubrect );
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int nWidth, nHeight;
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pShaderAPI->GetStandardTextureDimensions( &nWidth, &nHeight, TEXTURE_MORPH_WEIGHTS );
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float pMorphWeightDim[4] = { nWidth, nHeight, 0, 0 };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, pMorphWeightDim );
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}
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SetPixelShaderConstant( 0, DELTASCALE );
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DECLARE_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( morphaccumulate_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( morphaccumulate_ps30 );
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}
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Draw();
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}
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END_SHADER
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