//----------------------------------------------------------------------------- // Draws all the debugging info //----------------------------------------------------------------------------- void CDebugViewRender::Draw2DDebuggingInfo(const CViewSetup &view) { if (IsX360() && IsRetail()) return; // HDRFIXME: Assert NULL rendertarget if (mat_yuv.GetInt() && (engine->GetDXSupportLevel() >= 80)) { IMaterial *pMaterial; pMaterial = materials->FindMaterial("debug/yuv", TEXTURE_GROUP_OTHER, true); if (!IsErrorMaterial(pMaterial)) { pMaterial->IncrementReferenceCount(); DrawScreenEffectMaterial(pMaterial, view.x, view.y, view.width, view.height); pMaterial->DecrementReferenceCount(); } } if (mat_hsv.GetInt() && (engine->GetDXSupportLevel() >= 90)) { IMaterial *pMaterial; pMaterial = materials->FindMaterial("debug/hsv", TEXTURE_GROUP_OTHER, true); if (!IsErrorMaterial(pMaterial)) { pMaterial->IncrementReferenceCount(); DrawScreenEffectMaterial(pMaterial, view.x, view.y, view.width, view.height); pMaterial->DecrementReferenceCount(); } } // Draw debugging lightmaps if (mat_showlightmappage.GetInt() != -1) { CLightmapDebugView clientView(assert_cast<CViewRender *>(::view)); clientView.Setup(view); clientView.Draw(); } if (cl_drawshadowtexture.GetInt()) { int nSize = cl_shadowtextureoverlaysize.GetInt(); g_pClientShadowMgr->RenderShadowTexture(nSize, nSize); } const char *pDrawMaterial = cl_drawmaterial.GetString(); if (pDrawMaterial && pDrawMaterial[0]) { RenderMaterial(pDrawMaterial); } if (mat_showwatertextures.GetBool()) { OverlayWaterTextures(); } if (mat_showcamerarendertarget.GetBool()) { float w = mat_wateroverlaysize.GetFloat(); float h = mat_wateroverlaysize.GetFloat(); OverlayCameraRenderTarget("debug/debugcamerarendertarget", 0, 0, w, h); } if (mat_showframebuffertexture.GetBool()) { // HDRFIXME: Get rid of these rendertarget sets assuming that the assert at the top of this function is true. CMatRenderContextPtr pRenderContext(materials); pRenderContext->PushRenderTargetAndViewport(NULL); OverlayFrameBufferTexture(0); OverlayFrameBufferTexture(1); pRenderContext->PopRenderTargetAndViewport(); } const char *pDrawTexture = mat_drawTexture.GetString(); if (pDrawTexture && pDrawTexture[0]) { OverlayShowTexture(pDrawTexture, mat_drawTextureScale.GetFloat()); } if (r_flashlightdrawdepth.GetBool()) { shadowmgr->DrawFlashlightDepthTexture(); } }
//----------------------------------------------------------------------------- // Purpose: Writes stat file. Used as primary storage for X360. For PC, // Steam is authoritative but we write stat file for debugging (although // we never read it). //----------------------------------------------------------------------------- void CTFStatPanel::WriteStats( void ) { if ( !m_bStatsChanged ) return; MEM_ALLOC_CREDIT(); DECLARE_DMX_CONTEXT(); CDmxElement *pPlayerStats = CreateDmxElement( "PlayerStats" ); CDmxElementModifyScope modify( pPlayerStats ); // get Steam ID. If not logged into Steam, use 0 int iSteamID = 0; if ( SteamUser() ) { CSteamID steamID = SteamUser()->GetSteamID(); iSteamID = steamID.GetAccountID(); } // Calc CRC of all data to make the local data file somewhat tamper-resistant int iCRC = CalcCRC( iSteamID ); pPlayerStats->SetValue( "iVersion", static_cast<int>( PLAYERSTATS_FILE_VERSION ) ); pPlayerStats->SetValue( "SteamID", iSteamID ); pPlayerStats->SetValue( "iTimestamp", iCRC ); // store the CRC with a non-obvious name CDmxAttribute *pClassStatsList = pPlayerStats->AddAttribute( "aClassStats" ); CUtlVector< CDmxElement* >& classStats = pClassStatsList->GetArrayForEdit<CDmxElement*>(); modify.Release(); for( int i = 0; i < m_aClassStats.Count(); i++ ) { const ClassStats_t &stat = m_aClassStats[ i ]; // strip out any garbage class data if ( ( stat.iPlayerClass > TF_LAST_NORMAL_CLASS ) || ( stat.iPlayerClass < TF_FIRST_NORMAL_CLASS ) ) continue; CDmxElement *pClass = CreateDmxElement( "ClassStats_t" ); classStats.AddToTail( pClass ); CDmxElementModifyScope modifyClass( pClass ); pClass->SetValue( "comment: classname", g_aPlayerClassNames_NonLocalized[ stat.iPlayerClass ] ); pClass->AddAttributesFromStructure( &stat, s_ClassStatsUnpack ); CDmxElement *pAccumulated = CreateDmxElement( "RoundStats_t" ); pAccumulated->AddAttributesFromStructure( &stat.accumulated, s_RoundStatsUnpack ); pClass->SetValue( "accumulated", pAccumulated ); CDmxElement *pMax = CreateDmxElement( "RoundStats_t" ); pMax->AddAttributesFromStructure( &stat.max, s_RoundStatsUnpack ); pClass->SetValue( "max", pMax ); } if ( IsX360() ) { #ifdef _X360 if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED ) return; #endif } char szFilename[_MAX_PATH]; if ( IsX360() ) Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/tf2_playerstats.dmx" ); else Q_snprintf( szFilename, sizeof( szFilename ), "tf2_playerstats.dmx" ); { MEM_ALLOC_CREDIT(); CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER ); if ( SerializeDMX( buf, pPlayerStats, szFilename ) ) { filesystem->WriteFile( szFilename, "MOD", buf ); } } CleanupDMX( pPlayerStats ); if ( IsX360() ) { xboxsystem->FinishContainerWrites(); } m_bStatsChanged = false; }
//----------------------------------------------------------------------------- // Purpose: Searches for GameStartup*.mp3 files in the sound/ui folder and plays one //----------------------------------------------------------------------------- void CGameUI::PlayGameStartupSound() { #if defined( LEFT4DEAD ) // L4D not using this path, L4D UI now handling with background menu movies return; #endif if ( IsX360() ) return; if ( CommandLine()->FindParm( "-nostartupsound" ) ) return; FileFindHandle_t fh; CUtlVector<char *> fileNames; char path[ 512 ]; Q_snprintf( path, sizeof( path ), "sound/ui/gamestartup*.mp3" ); Q_FixSlashes( path ); char const *fn = g_pFullFileSystem->FindFirstEx( path, "MOD", &fh ); if ( fn ) { do { char ext[ 10 ]; Q_ExtractFileExtension( fn, ext, sizeof( ext ) ); if ( !Q_stricmp( ext, "mp3" ) ) { char temp[ 512 ]; Q_snprintf( temp, sizeof( temp ), "ui/%s", fn ); char *found = new char[ strlen( temp ) + 1 ]; Q_strncpy( found, temp, strlen( temp ) + 1 ); Q_FixSlashes( found ); fileNames.AddToTail( found ); } fn = g_pFullFileSystem->FindNext( fh ); } while ( fn ); g_pFullFileSystem->FindClose( fh ); } // did we find any? if ( fileNames.Count() > 0 ) { SYSTEMTIME SystemTime; GetSystemTime( &SystemTime ); int index = SystemTime.wMilliseconds % fileNames.Count(); if ( fileNames.IsValidIndex( index ) && fileNames[index] ) { char found[ 512 ]; // escape chars "*#" make it stream, and be affected by snd_musicvolume Q_snprintf( found, sizeof( found ), "play *#%s", fileNames[index] ); engine->ClientCmd_Unrestricted( found ); } fileNames.PurgeAndDeleteElements(); } }
void CHL2MPScriptedWeapon::InitScriptedWeapon( void ) { #if defined ( LUA_SDK ) #ifndef CLIENT_DLL // Let the instance reinitialize itself for the client. if ( m_nTableReference != LUA_NOREF ) return; #endif char className[ MAX_WEAPON_STRING ]; #if defined ( CLIENT_DLL ) if ( strlen( GetScriptedClassname() ) > 0 ) Q_strncpy( className, GetScriptedClassname(), sizeof( className ) ); else Q_strncpy( className, GetClassname(), sizeof( className ) ); #else Q_strncpy( m_iScriptedClassname.GetForModify(), GetClassname(), sizeof( className ) ); Q_strncpy( className, GetClassname(), sizeof( className ) ); #endif Q_strlower( className ); // Andrew; This redundancy is pretty annoying. // Classname Q_strncpy( m_pLuaWeaponInfo->szClassName, className, MAX_WEAPON_STRING ); SetClassname( className ); lua_getglobal( L, "weapon" ); if ( lua_istable( L, -1 ) ) { lua_getfield( L, -1, "get" ); if ( lua_isfunction( L, -1 ) ) { lua_remove( L, -2 ); lua_pushstring( L, className ); luasrc_pcall( L, 1, 1, 0 ); } else { lua_pop( L, 2 ); } } else { lua_pop( L, 1 ); } m_nTableReference = luaL_ref( L, LUA_REGISTRYINDEX ); #ifndef CLIENT_DLL m_pLuaWeaponInfo->bParsedScript = true; #endif // Printable name lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "printname" ); lua_remove( L, -2 ); if ( lua_isstring( L, -1 ) ) { Q_strncpy( m_pLuaWeaponInfo->szPrintName, lua_tostring( L, -1 ), MAX_WEAPON_STRING ); } else { Q_strncpy( m_pLuaWeaponInfo->szPrintName, WEAPON_PRINTNAME_MISSING, MAX_WEAPON_STRING ); } lua_pop( L, 1 ); // View model & world model lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "viewmodel" ); lua_remove( L, -2 ); if ( lua_isstring( L, -1 ) ) { Q_strncpy( m_pLuaWeaponInfo->szViewModel, lua_tostring( L, -1 ), MAX_WEAPON_STRING ); } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "playermodel" ); lua_remove( L, -2 ); if ( lua_isstring( L, -1 ) ) { Q_strncpy( m_pLuaWeaponInfo->szWorldModel, lua_tostring( L, -1 ), MAX_WEAPON_STRING ); } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "anim_prefix" ); lua_remove( L, -2 ); if ( lua_isstring( L, -1 ) ) { Q_strncpy( m_pLuaWeaponInfo->szAnimationPrefix, lua_tostring( L, -1 ), MAX_WEAPON_PREFIX ); } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "bucket" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iSlot = lua_tonumber( L, -1 ); } else { m_pLuaWeaponInfo->iSlot = 0; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "bucket_position" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iPosition = lua_tonumber( L, -1 ); } else { m_pLuaWeaponInfo->iPosition = 0; } lua_pop( L, 1 ); // Use the console (X360) buckets if hud_fastswitch is set to 2. #ifdef CLIENT_DLL if ( hud_fastswitch.GetInt() == 2 ) #else if ( IsX360() ) #endif { lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "bucket_360" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iSlot = lua_tonumber( L, -1 ); } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "bucket_position_360" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iPosition = lua_tonumber( L, -1 ); } lua_pop( L, 1 ); } lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "clip_size" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iMaxClip1 = lua_tonumber( L, -1 ); // Max primary clips gun can hold (assume they don't use clips by default) } else { m_pLuaWeaponInfo->iMaxClip1 = WEAPON_NOCLIP; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "clip2_size" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iMaxClip2 = lua_tonumber( L, -1 ); // Max secondary clips gun can hold (assume they don't use clips by default) } else { m_pLuaWeaponInfo->iMaxClip2 = WEAPON_NOCLIP; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "default_clip" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iDefaultClip1 = lua_tonumber( L, -1 ); // amount of primary ammo placed in the primary clip when it's picked up } else { m_pLuaWeaponInfo->iDefaultClip1 = m_pLuaWeaponInfo->iMaxClip1; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "default_clip2" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iDefaultClip2 = lua_tonumber( L, -1 ); // amount of secondary ammo placed in the secondary clip when it's picked up } else { m_pLuaWeaponInfo->iDefaultClip2 = m_pLuaWeaponInfo->iMaxClip2; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "weight" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iWeight = lua_tonumber( L, -1 ); } else { m_pLuaWeaponInfo->iWeight = 0; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "rumble" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->iWeight = lua_tonumber( L, -1 ); } else { m_pLuaWeaponInfo->iWeight = -1; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "showusagehint" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->bShowUsageHint = (int)lua_tointeger( L, -1 ) != 0 ? true : false; } else { m_pLuaWeaponInfo->bShowUsageHint = false; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "autoswitchto" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->bAutoSwitchTo = (int)lua_tointeger( L, -1 ) != 0 ? true : false; } else { m_pLuaWeaponInfo->bAutoSwitchTo = true; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "autoswitchfrom" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->bAutoSwitchFrom = (int)lua_tointeger( L, -1 ) != 0 ? true : false; } else { m_pLuaWeaponInfo->bAutoSwitchFrom = true; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "BuiltRightHanded" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->m_bBuiltRightHanded = (int)lua_tointeger( L, -1 ) != 0 ? true : false; } else { m_pLuaWeaponInfo->m_bBuiltRightHanded = true; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "AllowFlipping" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->m_bAllowFlipping = (int)lua_tointeger( L, -1 ) != 0 ? true : false; } else { m_pLuaWeaponInfo->m_bAllowFlipping = true; } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "MeleeWeapon" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->m_bMeleeWeapon = (int)lua_tointeger( L, -1 ) != 0 ? true : false; } else { m_pLuaWeaponInfo->m_bMeleeWeapon = false; } lua_pop( L, 1 ); // Primary ammo used lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "primary_ammo" ); lua_remove( L, -2 ); if ( lua_isstring( L, -1 ) ) { const char *pAmmo = lua_tostring( L, -1 ); if ( strcmp("None", pAmmo) == 0 ) Q_strncpy( m_pLuaWeaponInfo->szAmmo1, "", sizeof( m_pLuaWeaponInfo->szAmmo1 ) ); else Q_strncpy( m_pLuaWeaponInfo->szAmmo1, pAmmo, sizeof( m_pLuaWeaponInfo->szAmmo1 ) ); m_pLuaWeaponInfo->iAmmoType = GetAmmoDef()->Index( m_pLuaWeaponInfo->szAmmo1 ); } lua_pop( L, 1 ); // Secondary ammo used lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "secondary_ammo" ); lua_remove( L, -2 ); if ( lua_isstring( L, -1 ) ) { const char *pAmmo = lua_tostring( L, -1 ); if ( strcmp("None", pAmmo) == 0) Q_strncpy( m_pLuaWeaponInfo->szAmmo2, "", sizeof( m_pLuaWeaponInfo->szAmmo2 ) ); else Q_strncpy( m_pLuaWeaponInfo->szAmmo2, pAmmo, sizeof( m_pLuaWeaponInfo->szAmmo2 ) ); m_pLuaWeaponInfo->iAmmo2Type = GetAmmoDef()->Index( m_pLuaWeaponInfo->szAmmo2 ); } lua_pop( L, 1 ); // Now read the weapon sounds memset( m_pLuaWeaponInfo->aShootSounds, 0, sizeof( m_pLuaWeaponInfo->aShootSounds ) ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "SoundData" ); lua_remove( L, -2 ); if ( lua_istable( L, -1 ) ) { for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ ) { lua_getfield( L, -1, pWeaponSoundCategories[i] ); if ( lua_isstring( L, -1 ) ) { const char *soundname = lua_tostring( L, -1 ); if ( soundname && soundname[0] ) { Q_strncpy( m_pLuaWeaponInfo->aShootSounds[i], soundname, MAX_WEAPON_STRING ); } } lua_pop( L, 1 ); } } lua_pop( L, 1 ); lua_getref( L, m_nTableReference ); lua_getfield( L, -1, "damage" ); lua_remove( L, -2 ); if ( lua_isnumber( L, -1 ) ) { m_pLuaWeaponInfo->m_iPlayerDamage = (int)lua_tointeger( L, -1 ); } lua_pop( L, 1 ); BEGIN_LUA_CALL_WEAPON_METHOD( "Initialize" ); END_LUA_CALL_WEAPON_METHOD( 0, 0 ); #endif }
//----------------------------------------------------------------------------- // // Look for vgui screens, returns true if it found one ... // //----------------------------------------------------------------------------- C_BaseEntity *FindNearbyVguiScreen( const Vector &viewPosition, const QAngle &viewAngle, int nTeam ) { if ( IsX360() ) { // X360TBD: Turn this on if feature actually used return NULL; } C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); Assert( pLocalPlayer ); if ( !pLocalPlayer ) return NULL; // Get the view direction... Vector lookDir; AngleVectors( viewAngle, &lookDir ); // Create a ray used for raytracing Vector lookEnd; VectorMA( viewPosition, 2.0f * VGUI_SCREEN_MODE_RADIUS, lookDir, lookEnd ); Ray_t lookRay; lookRay.Init( viewPosition, lookEnd ); // Look for vgui screens that are close to the player CVGuiScreenEnumerator localScreens; partition->EnumerateElementsInSphere( PARTITION_CLIENT_NON_STATIC_EDICTS, viewPosition, VGUI_SCREEN_MODE_RADIUS, false, &localScreens ); Vector vecOut, vecViewDelta; float flBestDist = 2.0f; C_VGuiScreen *pBestScreen = NULL; for (int i = localScreens.GetScreenCount(); --i >= 0; ) { C_VGuiScreen *pScreen = localScreens.GetVGuiScreen(i); if ( pScreen->IsAttachedToViewModel() ) continue; // Don't bother with screens I'm behind... // Hax - don't cancel backfacing with viewmodel attached screens. // we can get prediction bugs that make us backfacing for one frame and // it resets the mouse position if we lose focus. if ( pScreen->IsBackfacing(viewPosition) ) continue; // Don't bother with screens that are turned off if (!pScreen->IsActive()) continue; // FIXME: Should this maybe go into a derived class of some sort? // Don't bother with screens on the wrong team if (!pScreen->IsVisibleToTeam(nTeam)) continue; if ( !pScreen->AcceptsInput() ) continue; if ( pScreen->IsInputOnlyToOwner() && pScreen->GetPlayerOwner() != pLocalPlayer ) continue; // Test perpendicular distance from the screen... pScreen->GetVectors( NULL, NULL, &vecOut ); VectorSubtract( viewPosition, pScreen->GetAbsOrigin(), vecViewDelta ); float flPerpDist = DotProduct(vecViewDelta, vecOut); if ( (flPerpDist < 0) || (flPerpDist > VGUI_SCREEN_MODE_RADIUS) ) continue; // Perform a raycast to see where in barycentric coordinates the ray hits // the viewscreen; if it doesn't hit it, you're not in the mode float u, v, t; if (!pScreen->IntersectWithRay( lookRay, &u, &v, &t )) continue; // Barycentric test if ((u < 0) || (v < 0) || (u > 1) || (v > 1)) continue; if ( t < flBestDist ) { flBestDist = t; pBestScreen = pScreen; } } return pBestScreen; }
void DrawFogOfWarBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, FogOfWarBlendedPassVars_t &info, VertexCompressionType_t vertexCompression ) { bool bVertexLitGeneric = false; bool bHasFlashlight = false; SHADOW_STATE { bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); bool bHasSelfIllum = (!bHasFlashlight || IsX360() ) && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; // Reset shadow state manually since we're drawing from two materials pShader->SetInitialShadowState(); // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); // Vertex Shader DECLARE_STATIC_VERTEX_SHADER( fogofwar_blended_pass_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, true ); SET_STATIC_VERTEX_SHADER( fogofwar_blended_pass_vs20 ); // Pixel Shader DECLARE_STATIC_PIXEL_SHADER( fogofwar_blended_pass_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( FOW, true ); SET_STATIC_PIXEL_SHADER( fogofwar_blended_pass_ps20b ); pShader->DefaultFog(); // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); //pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Blending pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaTest( bIsAlphaTested ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); } DYNAMIC_STATE { // Decide if this pass should be drawn static ConVarRef sv_fogofwar("sv_fogofwar"); //static ConVarRef sv_fogofwar_tilesize("sv_fogofwar_tilesize"); if( !sv_fogofwar.GetBool() ) { pShader->Draw( false ); return; } // Reset render state manually since we're drawing from two materials pShaderAPI->SetDefaultState(); // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( fogofwar_blended_pass_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( fogofwar_blended_pass_vs20 ); // Set Vertex Shader Constants //pShader->SetAmbientCubeDynamicStateVertexShader(); // Set Pixel Shader Combos DECLARE_DYNAMIC_PIXEL_SHADER( fogofwar_blended_pass_ps20b ); SET_DYNAMIC_PIXEL_SHADER( fogofwar_blended_pass_ps20b ); // Bind textures pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture ); pShader->BindTexture( SHADER_SAMPLER1, info.m_nFogOfWarTexture ); // Set Pixel Shader Constants //pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 0, eyePos, 1 ); bool bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bool bWriteWaterFogToAlpha = false; bool bHasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0; float fWriteDepthToAlpha = bWriteDepthToAlpha && IsPC() ? 1 : 0; float fWriteWaterFogToDestAlpha = bWriteWaterFogToAlpha ? 1 : 0; float fVertexAlpha = bHasVertexAlpha ? 1 : 0; // Controls for lerp-style paths through shader code (bump and non-bump have use different register) float vShaderControls[4] = { fPixelFogType, fWriteDepthToAlpha, fWriteWaterFogToDestAlpha, fVertexAlpha }; pShaderAPI->SetPixelShaderConstant( 1, vShaderControls, 1 ); pShaderAPI->SetPixelShaderFogParams(2); float vFoWSize[ 4 ]; Vector vMins = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MINS ); Vector vMaxs = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MAXS ); vFoWSize[ 0 ] = vMins.x; vFoWSize[ 1 ] = vMins.y; vFoWSize[ 2 ] = vMaxs.x - vMins.x; vFoWSize[ 3 ] = vMaxs.y - vMins.y; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, vFoWSize ); /* // Fog of war color static float c[4]; c[0] = mat_fogofwar_r.GetFloat(); c[1] = mat_fogofwar_g.GetFloat(); c[2] = mat_fogofwar_b.GetFloat(); c[3] = mat_fogofwar_a.GetFloat(); pShaderAPI->SetPixelShaderConstant( 3, (const float *)(&c), 1 ); */ // Tilesize //static float ts[4]; //ts[0] = sv_fogofwar_tilesize.GetInt(); //pShaderAPI->SetPixelShaderConstant( 4, (const float *)(&ts), 1 ); } pShader->Draw(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CBindPanel::UpdateBackgroundImage() { m_fWidthScale = 1.0f; m_bDrawKeyText = true; Q_strcpy( m_szBackgroundTextureName, "icon_blank" ); if ( m_szKey[0] == '\0' ) { if ( IsX360() ) { Q_strcpy( m_szBackgroundTextureName, "icon_blank" ); } else { Q_strcpy( m_szBackgroundTextureName, "icon_key_generic" ); } } else if ( IsX360() ) { // Use a blank background for the button icons Q_strcpy( m_szBackgroundTextureName, "icon_blank" ); m_bController = true; if ( Q_strcmp( m_szKey, "L_SHOULDER" ) == 0 || Q_strcmp( m_szKey, "R_SHOULDER" ) == 0 ) { m_fWidthScale = 2.0f; } } else if ( in_joystick.GetInt() && ( Q_strcmp( m_szKey, "A_BUTTON" ) == 0 || Q_strcmp( m_szKey, "B_BUTTON" ) == 0 || Q_strcmp( m_szKey, "X_BUTTON" ) == 0 || Q_strcmp( m_szKey, "Y_BUTTON" ) == 0 || Q_strcmp( m_szKey, "L_SHOULDER" ) == 0 || Q_strcmp( m_szKey, "R_SHOULDER" ) == 0 || Q_strcmp( m_szKey, "BACK" ) == 0 || Q_strcmp( m_szKey, "START" ) == 0 || Q_strcmp( m_szKey, "STICK1" ) == 0 || Q_strcmp( m_szKey, "STICK2" ) == 0 || Q_strcmp( m_szKey, "UP" ) == 0 || Q_strcmp( m_szKey, "DOWN" ) == 0 || Q_strcmp( m_szKey, "LEFT" ) == 0 || Q_strcmp( m_szKey, "RIGHT" ) == 0 || Q_strcmp( m_szKey, "L_TRIGGER" ) == 0 || Q_strcmp( m_szKey, "R_TRIGGER" ) == 0 ) ) { // Use a blank background for the button icons Q_strcpy( m_szBackgroundTextureName, "icon_blank" ); m_bController = true; if ( Q_strcmp( m_szKey, "L_SHOULDER" ) == 0 || Q_strcmp( m_szKey, "R_SHOULDER" ) == 0 ) { m_fWidthScale = 2.0f; } } else if ( Q_strcmp( m_szKey, "MOUSE1" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_mouseLeft" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "MOUSE2" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_mouseRight" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "MOUSE3" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_mouseThree" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "MWHEELUP" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_mouseWheel_up" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "MWHEELDOWN" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_mouseWheel_down" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "UPARROW" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_key_up" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "LEFTARROW" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_key_left" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "DOWNARROW" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_key_down" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "RIGHTARROW" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_key_right" ); m_bDrawKeyText = false; } else if ( Q_strcmp( m_szKey, "SEMICOLON" ) == 0 || Q_strcmp( m_szKey, "INS" ) == 0 || Q_strcmp( m_szKey, "DEL" ) == 0 || Q_strcmp( m_szKey, "HOME" ) == 0 || Q_strcmp( m_szKey, "END" ) == 0 || Q_strcmp( m_szKey, "PGUP" ) == 0 || Q_strcmp( m_szKey, "PGDN" ) == 0 || Q_strcmp( m_szKey, "PAUSE" ) == 0 || Q_strcmp( m_szKey, "F10" ) == 0 || Q_strcmp( m_szKey, "F11" ) == 0 || Q_strcmp( m_szKey, "F12" ) == 0 ) { Q_strcpy( m_szBackgroundTextureName, "icon_key_generic" ); } else if ( Q_strlen( m_szKey ) <= 2 ) { Q_strcpy( m_szBackgroundTextureName, "icon_key_generic" ); } else if ( Q_strlen( m_szKey ) <= 6 ) { Q_strcpy( m_szBackgroundTextureName, "icon_key_wide" ); m_fWidthScale = 2.f; } else { Q_strcpy( m_szBackgroundTextureName, "icon_key_wide" ); m_fWidthScale = 3.f; } m_pBackground = HudIcons().GetIcon( m_szBackgroundTextureName ); }
void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar** params, bool hasFlashlight, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr ) { CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr ); if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged || hasFlashlight ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask; BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested; bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow; if ( ! pContextData ) // make sure allocated { pContextData = new CLightmappedGeneric_DX9_Context; *pContextDataPtr = pContextData; } bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && ( !g_pHardwareConfig->PreferReducedFillrate() ); bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture(); bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture(); bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture(); bool hasDetailTexture = params[info.m_nDetail]->IsTexture(); bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum && !hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0); bool bHasBlendModulateTexture = (info.m_nBlendModulateTexture != -1) && (params[info.m_nBlendModulateTexture]->IsTexture() ); bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); if ( hasFlashlight && !IsX360() ) { // !!speed!! do this in the caller so we don't build struct every time CBaseVSShader::DrawFlashlight_dx90_Vars_t vars; vars.m_bBump = hasBump; vars.m_nBumpmapVar = info.m_nBumpmap; vars.m_nBumpmapFrame = info.m_nBumpFrame; vars.m_nBumpTransform = info.m_nBumpTransform; vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture; vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame; vars.m_bLightmappedGeneric = true; vars.m_bWorldVertexTransition = hasBaseTexture2; vars.m_nBaseTexture2Var = info.m_nBaseTexture2; vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame; vars.m_nBumpmap2Var = info.m_nBumpmap2; vars.m_nBumpmap2Frame = info.m_nBumpFrame2; vars.m_nBump2Transform = info.m_nBumpTransform2; vars.m_nAlphaTestReference = info.m_nAlphaTestReference; vars.m_bSSBump = hasSSBump; vars.m_nDetailVar = info.m_nDetail; vars.m_nDetailScale = info.m_nDetailScale; vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode; vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor; vars.m_nDetailTint = info.m_nDetailTint; if ( ( info.m_nSeamlessMappingScale != -1 ) ) vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue(); else vars.m_fSeamlessScale = 0.0; pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars ); return; } pContextData->m_bFullyOpaque = bFullyOpaque; pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest; NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE; if ( hasBump && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() ) { ITexture *pBumpTex = params[info.m_nBumpmap]->GetTextureValue(); if ( pBumpTex ) { nNormalDecodeMode = pBumpTex->GetNormalDecodeMode(); if ( hasBump2 ) // Check encoding of secondary normal if there is oneg { ITexture *pBumpTex2 = params[info.m_nBumpmap]->GetTextureValue(); if ( pBumpTex2 && ( pBumpTex2->GetNormalDecodeMode() != nNormalDecodeMode ) ) { DevMsg("LightmappedGeneric: Primary and Secondary normal map compression formats don't match. This is unsupported!\n"); Assert(0); } } } } int nNormalMaskDecodeMode = 0; if ( hasBumpMask && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() ) { ITexture *pBumpMaskTex = params[info.m_nBumpMask]->GetTextureValue(); if ( pBumpMaskTex ) { nNormalMaskDecodeMode = pBumpMaskTex->GetNormalDecodeMode(); } } bool bHasOutline = IsBoolSet( info.m_nOutline, params ); pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline; bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); if ( pShaderShadow || bNeedRegenStaticCmds ) { bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); if ( bNeedRegenStaticCmds ) { pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf; if( !hasBaseTexture ) { if( hasEnvmap ) { // if we only have an envmap (no basetexture), then we want the albedo to be black. staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK ); } else { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } } staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( bSeamlessMapping ) { staticCmdsBuf.SetVertexShaderConstant4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); } staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); staticCmdsBuf.SetPixelShaderFogParams( 11 ); staticCmdsBuf.End(); // now, copy buf pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); } if ( pShaderShadow ) { // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if ( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() ); } pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture ); unsigned int flags = VERTEX_POSITION; // base texture pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); if ( hasLightWarpTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false ); } if ( bHasBlendModulateTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); } if ( hasBaseTexture2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true ); } // if( hasLightmap ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } if( hasEnvmap || ( IsX360() && hasFlashlight ) ) { if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } } flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; } int nDetailBlendMode = 0; if ( hasDetailTexture ) { nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params ); ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( hasBump ) nDetailBlendMode = 10; // ssbump else nDetailBlendMode = 11; // ssbump_nobump } } if( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); bool bSRGBState = ( nDetailBlendMode == 1 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Normal map alpha, in the compressed normal case } } if( hasBump2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Secondary normal alpha, in the compressed normal case } } if( hasBumpMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal mask alpha, in the compressed normal case } } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( hasFlashlight && IsX360() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasVertexColor || hasBaseTexture2 || hasBump2 ) { flags |= VERTEX_COLOR; } // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); // Pre-cache pixel shaders bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); int bumpmap_variant=(hasSSBump) ? 2 : hasBump; bool bMaskedBlending=( (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() != 0) ); DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); bool bReliefMapping = false; //( bumpmap_variant == 2 ) && ( ! bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );//bReliefMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); #ifdef _X360 SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight); #endif SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( RELIEF_MAPPING, bReliefMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, (int) nNormalMaskDecodeMode ); #ifdef _X360 SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight); #endif SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!) SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0 SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 ); } // HACK HACK HACK - enable alpha writes all the time so that we have them for // underwater stuff and writing depth to dest alpha // But only do it if we're not using the alpha already for translucency pShaderShadow->EnableAlphaWrites( bFullyOpaque ); pShaderShadow->EnableSRGBWrite( true ); pShader->DefaultFog(); } // end shadow state } // end shadow || regen display list if ( pShaderAPI && pContextData->m_bMaterialVarsChanged ) { // need to regenerate the semistatic cmds pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false; bool bHasBlendMaskTransform= ( (info.m_nBlendMaskTransform != -1) && (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() ) && ( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) ); // If we don't have a texture transform, we don't have // to set vertex shader constants or run vertex shader instructions // for the texture transform. bool bHasTextureTransform = !( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform2]->MatrixIsIdentity() && params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); bHasTextureTransform |= bHasBlendMaskTransform; pContextData->m_bVertexShaderFastPath = !bHasTextureTransform; if( params[info.m_nDetail]->IsTexture() ) { pContextData->m_bVertexShaderFastPath = false; } if (bHasBlendMaskTransform) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, info.m_nBlendMaskTransform ); } if ( ! pContextData->m_bVertexShaderFastPath ) { bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); if (!bSeamlessMapping ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); // If we have a detail texture, then the bump texcoords are the same as the base texcoords. if( hasBump && !hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } else if ( hasBump2 ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 ); } } pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); // set up shader modulation color float color[4] = { 1.0, 1.0, 1.0, 1.0 }; pShader->ComputeModulationColor( color ); float flLScale = pShaderAPI->GetLightMapScaleFactor(); color[0] *= flLScale; color[1] *= flLScale; color[2] *= flLScale; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color ); pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); if ( hasDetailTexture ) { float detailTintAndBlend[4] = {1, 1, 1, 1}; if ( info.m_nDetailTint != -1 ) { params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 ); } detailTintAndBlend[3] = fDetailBlendFactor; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend ); } float envmapTintVal[4]; float selfIllumTintVal[4]; params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); pContextData->m_bPixelShaderFastPath = true; bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f); bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) { pContextData->m_bPixelShaderFastPath = false; } if( !pContextData->m_bPixelShaderFastPath ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); // [ 0, 0, 1-R(0), R(0) ] pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); } else { if ( bHasOutline ) { float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ), GetFloatParam( info.m_nOutlineStart1, params ), GetFloatParam( info.m_nOutlineEnd0, params ), GetFloatParam( info.m_nOutlineEnd1, params ), 0,0,0, GetFloatParam( info.m_nOutlineAlpha, params ) }; if ( info.m_nOutlineColor != -1 ) { params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 ); } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 ); } if ( bHasSoftEdges ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 4, GetFloatParam( info.m_nEdgeSoftnessStart, params ), GetFloatParam( info.m_nEdgeSoftnessEnd, params ), 0,0 ); } } // texture binds if( hasBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } // handle mat_fullbright 2 bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); if( bLightingOnly ) { // BASE TEXTURE if( hasSelfIllum ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // BASE TEXTURE 2 if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY ); } // DETAIL TEXTURE if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY ); } // disable color modulation float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); // turn off environment mapping envmapTintVal[0] = 0.0f; envmapTintVal[1] = 0.0f; envmapTintVal[2] = 0.0f; } // always set the transform for detail textures since I'm assuming that you'll // always have a detailscale. if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); } if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame ); } if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER4, SHADER_SAMPLER9, info.m_nBumpmap, info.m_nBumpFrame ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); } } if( hasBump2 ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER5, SHADER_SAMPLER10, info.m_nBumpmap2, info.m_nBumpFrame2 ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT ); } } if( hasBumpMask ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { Assert(0); //pContextData->m_SemiStaticCmdsOut.BindTexture( SHADER_SAMPLER8, SHADER_SAMPLER11, info.m_nBumpMask ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT ); } } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } if ( hasLightWarpTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 ); } if ( bHasBlendModulateTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 ); } pContextData->m_SemiStaticCmdsOut.End(); } } DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); if( hasEnvmap ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame ); } int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath; if( nFixedLightingMode != 0 ) { if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline ) nFixedLightingMode = 0; else bVertexShaderFastPath = false; } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, (nFixedLightingMode)?1:0 ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs20 ); bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath; if( nFixedLightingMode !=0 ) { bPixelShaderFastPath = false; } bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( pContextData->m_bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; } float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20 ); } if( hasFlashlight && IsX360() ) { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 ); SetFlashLightColorFromState( flashlightState, pShaderAPI ); float atten[4], pos[4]; atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZ; DynamicCmdsOut.SetPixelShaderConstant( 13, atten, 1 ); pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; DynamicCmdsOut.SetPixelShaderConstant( 14, pos, 1 ); pShader->BindTexture( SHADER_SAMPLER13, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture, 0 ); DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D ); // Tweaks associated with a given flashlight float tweaks[4]; tweaks[0] = ShadowFilterFromState( flashlightState ); tweaks[1] = ShadowAttenFromState( flashlightState ); pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); DynamicCmdsOut.SetPixelShaderConstant( 19, tweaks, 1 ); // Dimensions of screen, used for screen-space noise map sampling float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; DynamicCmdsOut.SetPixelShaderConstant( 31, vScreenScale, 1 ); } } DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); if( IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest ) { //Alpha testing makes it so we can't write to dest alpha //Writing to depth makes it so later polygons can't write to dest alpha either //This leads to situations with garbage in dest alpha. //Fix it now by converting depth to dest alpha for any pixels that just wrote. pShader->DrawEqualDepthToDestAlpha(); } }
void DrawRefract_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Refract_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bHasEnvmap = params[info.m_nEnvmap]->IsTexture(); bool bRefractTintTexture = params[info.m_nRefractTintTexture]->IsTexture(); bool bFadeOutOnSilhouette = params[info.m_nFadeOutOnSilhouette]->GetIntValue() != 0; int blurAmount = params[info.m_nBlurAmount]->GetIntValue(); bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0); bool bSecondaryNormal = ( ( info.m_nNormalMap2 != -1 ) && ( params[info.m_nNormalMap2]->IsTexture() ) ); bool bColorModulate = ( ( info.m_nVertexColorModulate != -1 ) && ( params[info.m_nVertexColorModulate]->GetIntValue() ) ); bool bWriteZ = params[info.m_nNoWriteZ]->GetIntValue() == 0; bool bMirrorAboutViewportEdges = IsX360() && ( info.m_nMirrorAboutViewportEdges != -1 ) && ( params[info.m_nMirrorAboutViewportEdges]->GetIntValue() != 0 ); bool bUseMagnification = params[info.m_nMagnifyEnable]->GetIntValue() != 0; if( blurAmount < 0 ) { blurAmount = 0; } else if( blurAmount > MAXBLUR ) { blurAmount = MAXBLUR; } BlendType_t nBlendType = pShader->EvaluateBlendRequirements( BASETEXTURE, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use bFullyOpaque &= !bMasked; bool bTranslucentNormal = pShader->TextureIsTranslucent( info.m_nNormalMap, false ); bFullyOpaque &= (! bTranslucentNormal ); SHADOW_STATE { pShader->SetInitialShadowState( ); pShaderShadow->EnableDepthWrites( bWriteZ ); // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); // If envmap is not specified, the alpha channel is the translucency // (If envmap *is* specified, alpha channel is the reflection amount) if ( params[info.m_nNormalMap]->IsTexture() && !bHasEnvmap ) { pShader->SetDefaultBlendingShadowState( info.m_nNormalMap, false ); } // source render target that contains the image that we are warping. pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, !IsX360() ); // normal map pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if ( bSecondaryNormal ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); } if( bHasEnvmap ) { // envmap pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); } if( bRefractTintTexture ) { // refract tint texture pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); } pShaderShadow->EnableSRGBWrite( true ); unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; int nTexCoordCount = 1; if( bIsModel ) { userDataSize = 4; } else { flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; } if ( bColorModulate ) { flags |= VERTEX_COLOR; } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( refract_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER_COMBO( COLORMODULATE, bColorModulate ); SET_STATIC_VERTEX_SHADER( refract_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( refract_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount ); SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked ); SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate ); SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal ); SET_STATIC_PIXEL_SHADER_COMBO( MIRRORABOUTVIEWPORTEDGES, bMirrorAboutViewportEdges ); SET_STATIC_PIXEL_SHADER_COMBO( MAGNIFY, bUseMagnification ); SET_STATIC_PIXEL_SHADER( refract_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( refract_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BLUR, blurAmount ); SET_STATIC_PIXEL_SHADER_COMBO( FADEOUTONSILHOUETTE, bFadeOutOnSilhouette ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACTTINTTEXTURE, bRefractTintTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKED, bMasked ); SET_STATIC_PIXEL_SHADER_COMBO( COLORMODULATE, bColorModulate ); SET_STATIC_PIXEL_SHADER_COMBO( SECONDARY_NORMAL, bSecondaryNormal ); SET_STATIC_PIXEL_SHADER_COMBO( MIRRORABOUTVIEWPORTEDGES, bMirrorAboutViewportEdges ); SET_STATIC_PIXEL_SHADER_COMBO( MAGNIFY, bUseMagnification ); SET_STATIC_PIXEL_SHADER( refract_ps20 ); } pShader->DefaultFog(); if( bMasked ) { pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); } pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); if ( params[info.m_nBaseTexture]->IsTexture() ) { pShader->BindTexture( SHADER_SAMPLER2, info.m_nBaseTexture, info.m_nFrame ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); } pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); if ( bSecondaryNormal ) { pShader->BindTexture( SHADER_SAMPLER1, info.m_nNormalMap2, info.m_nBumpFrame2 ); } if( bHasEnvmap ) { pShader->BindTexture( SHADER_SAMPLER4, info.m_nEnvmap, info.m_nEnvmapFrame ); } if( bRefractTintTexture ) { pShader->BindTexture( SHADER_SAMPLER5, info.m_nRefractTintTexture, info.m_nRefractTintTextureFrame ); } DECLARE_DYNAMIC_VERTEX_SHADER( refract_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( refract_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( refract_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( refract_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( refract_ps20 ); SET_DYNAMIC_PIXEL_SHADER( refract_ps20 ); } pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); // 1 & 2 pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nBumpTransform2 ); // 3 & 4 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 ); pShader->SetPixelShaderConstantGammaToLinear( 0, info.m_nEnvmapTint ); pShader->SetPixelShaderConstantGammaToLinear( 1, info.m_nRefractTint ); pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast ); pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation ); float c5[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nRefractAmount]->GetFloatValue(), 0.0f, 0.0f }; // Time % 1000 c5[3] = pShaderAPI->CurrentTime(); c5[3] -= (float)( (int)( c5[3] / 1000.0f ) ) * 1000.0f; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); float c6[4]; params[info.m_nMagnifyCenter]->GetVecValue( c6, 2 ); c6[2] = params[info.m_nMagnifyScale]->GetFloatValue(); if ( c6[2] != 0 ) { c6[2] = 1.0f / c6[2]; // Shader uses the inverse scale value } pShaderAPI->SetPixelShaderConstant( 6, c6, 1 ); float cVs3[4] = { c5[3], 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, cVs3, 1 ); // Get viewport and render target dimensions and set shader constant to do a 2D mad and also deal with mirror on viewport edges. int nViewportX, nViewportY, nViewportWidth, nViewportHeight; pShaderAPI->GetCurrentViewport( nViewportX, nViewportY, nViewportWidth, nViewportHeight ); int nRtWidth, nRtHeight; pShaderAPI->GetCurrentRenderTargetDimensions( nRtWidth, nRtHeight ); float vViewportMad[4] = { 1.0f, 1.0f, 0.0f, 0.0f }; if ( params[ info.m_nNoViewportFixup ]->GetIntValue() == 0 ) { vViewportMad[0] = ( float )nViewportWidth / ( float )nRtWidth; vViewportMad[1] = ( float )nViewportHeight / ( float )nRtHeight; vViewportMad[2] = ( float )nViewportX / ( float )nRtWidth; vViewportMad[3] = ( float )nViewportY / ( float )nRtHeight; } pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, vViewportMad, 1 ); if ( bMirrorAboutViewportEdges ) { // Need the extents that we are allowed to sample from the refract texture to clamp by for splitscreen, etc. float vNormalizedViewportMinXYMaxWZ[4]; vNormalizedViewportMinXYMaxWZ[0] = ( float )( nViewportX + REFRACT_VIEWPORT_SHRINK_PIXELS ) / ( float )nRtWidth; vNormalizedViewportMinXYMaxWZ[1] = ( float )( nViewportY + REFRACT_VIEWPORT_SHRINK_PIXELS ) / ( float )nRtHeight; vNormalizedViewportMinXYMaxWZ[3] = ( float )( nViewportX + nViewportWidth - REFRACT_VIEWPORT_SHRINK_PIXELS - 1 ) / ( float )nRtWidth; vNormalizedViewportMinXYMaxWZ[2] = ( float )( nViewportY + nViewportHeight - REFRACT_VIEWPORT_SHRINK_PIXELS - 1 ) / ( float )nRtHeight; pShaderAPI->SetPixelShaderConstant( 4, vNormalizedViewportMinXYMaxWZ, 1 ); } } pShader->Draw(); }
void AppendPlayerInformation(ISteamHTTP *pSteamHttp, HTTPRequestHandle httpRequest, CSteamAPIContext *pSteamAPIContext, CBasePlayer *pPlayer, bool bAnonymous) { // Local DS time_t rawtime; struct tm* timeinfo; time(&rawtime); timeinfo = localtime(&rawtime); char* local_ds = asctime(timeinfo); char* newLine = strstr(local_ds, "\n"); if (newLine) { *newLine = 0; } pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "localdatetime", local_ds); // Build DS char build_ds[64]; Q_snprintf(build_ds, sizeof(build_ds), "%s,%s", __DATE__, __TIME__); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "builddatetime", build_ds); // DxLevel pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "dxlevel", ConVarRef("mat_dxlevel").GetString()); if (pPlayer) { // Position char player_position[32]; Vector player_pos = pPlayer->GetLocalOrigin(); Q_snprintf(player_position, sizeof(player_position), "%.2f,%.2f,%.2f", player_pos.x, player_pos.y, player_pos.z); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "position", player_position); // Angles char player_angles[32]; QAngle player_ang = pPlayer->GetLocalAngles(); Q_snprintf(player_angles, sizeof(player_angles), "%.2f,%.2f,%.2f", player_ang.x, player_ang.y, player_ang.z); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "angles", player_angles); // Health char player_health[16]; Q_snprintf(player_health, sizeof(player_health), "%i", pPlayer->GetHealth()); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "health", player_health); // Weapon CBaseCombatWeapon *pWeapon = pPlayer->GetActiveWeapon(); if (pWeapon) { pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "weapon", pWeapon->GetClassname()); } } // Cheats char cheats_enabled[8]; Q_snprintf(cheats_enabled, sizeof(cheats_enabled), "%i", (ConVarRef("sv_cheats").GetBool() || ConVarRef("developer").GetBool())); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "cheats", cheats_enabled); // Map #ifdef CLIENT_DLL char mapname[256]; V_FileBase(engine->GetLevelName(), mapname, sizeof(mapname)); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "level", mapname); #else pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "level", gpGlobals->mapname.ToCStr()); #endif if (pSteamAPIContext) { // Language pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "language", pSteamAPIContext->SteamUtils()->GetSteamUILanguage()); } // Platform char * platform = "unknown"; if (IsPC()) platform = "pc"; if (IsOSX()) platform = "osx"; if (IsLinux()) platform = "linux"; if (IsX360()) platform = "360"; if (IsPS3()) platform = "ps3"; pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "platform", platform); // Player ID if (bAnonymous == false) { if (ae_uniqueplayerid.GetInt() == 0) GenerateUniquePlayerId(pSteamAPIContext); pSteamHttp->SetHTTPRequestGetOrPostParameter(httpRequest, "playerid", ae_uniqueplayerid.GetString()); } }
void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr, bool bDeferredActive ) { //bool bDeferredActive = GetDeferredExt()->IsDeferredLightingEnabled(); bool bSinglePassFlashlight = true; bool hasFlashlight = !bDeferredActive && pShader->UsingFlashlight( params ); CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr ); bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( info.m_nShaderSrgbRead360 ) && params[info.m_nShaderSrgbRead360]->GetIntValue() ); const bool bHasFoW = true; //( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ); if ( pShaderShadow || ( ! pContextData )|| pContextData->m_bMaterialVarsChanged || pContextData->m_bNeedsCmdRegen || ( hasFlashlight && !IsX360() ) ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask; BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested; bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow || pContextData->m_bNeedsCmdRegen; if ( ! pContextData ) // make sure allocated { pContextData = new CLightmappedGeneric_DX9_Context; *pContextDataPtr = pContextData; } bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && g_pConfig->UseBumpmapping(); bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture(); bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture(); bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture(); bool hasDetailTexture = params[info.m_nDetail]->IsTexture(); bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum && !hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0); bool bHasBlendModulateTexture = (info.m_nBlendModulateTexture != -1) && (params[info.m_nBlendModulateTexture]->IsTexture() ); bool hasNormalMapAlphaEnvmapMask = g_pConfig->UseSpecular() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); if( g_pConfig->bEditMode ) { hasBump = false; hasBump2 = false; } bool bParallaxMapping = false; if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) bParallaxMapping = ( info.m_nParallaxMap != -1 ) && ( params[info.m_nParallaxMap]->GetIntValue() != 0 ); if ( hasFlashlight && !IsX360() ) { // !!speed!! do this in the caller so we don't build struct every time CBaseVSShader::DrawFlashlight_dx90_Vars_t vars; vars.m_bBump = hasBump; vars.m_nBumpmapVar = info.m_nBumpmap; vars.m_nBumpmapFrame = info.m_nBumpFrame; vars.m_nBumpTransform = info.m_nBumpTransform; vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture; vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame; vars.m_bLightmappedGeneric = true; vars.m_bWorldVertexTransition = hasBaseTexture2; vars.m_nBaseTexture2Var = info.m_nBaseTexture2; vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame; vars.m_nBumpmap2Var = info.m_nBumpmap2; vars.m_nBumpmap2Frame = info.m_nBumpFrame2; vars.m_nBump2Transform = info.m_nBumpTransform2; vars.m_nAlphaTestReference = info.m_nAlphaTestReference; vars.m_bSSBump = hasSSBump; vars.m_nDetailVar = info.m_nDetail; vars.m_nDetailScale = info.m_nDetailScale; vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode; vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor; vars.m_nDetailTint = info.m_nDetailTint; if ( ( info.m_nSeamlessMappingScale != -1 ) ) vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue(); else vars.m_fSeamlessScale = 0.0; pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars ); return; } pContextData->m_bFullyOpaque = bFullyOpaque; pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest; bool bHasOutline = IsBoolSet( info.m_nOutline, params ); pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline; bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture() && !bHasFoW; float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); if ( pShaderShadow || bNeedRegenStaticCmds ) { bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1; } else { envmap_variant = 0; } bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); if ( bNeedRegenStaticCmds ) { pContextData->m_bNeedsCmdRegen = false; pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf; int nLightingPreviewMode = !bHasFoW ? IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) : 0; if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && IsPC() ) { staticCmdsBuf.SetVertexShaderNearAndFarZ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); // Needed for SSAO } if( !hasBaseTexture ) { if( hasEnvmap ) { // if we only have an envmap (no basetexture), then we want the albedo to be black. staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK ); } else { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } } staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_PAINT ); } if ( bSeamlessMapping ) { staticCmdsBuf.SetVertexShaderConstant4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); } staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); staticCmdsBuf.SetPixelShaderFogParams( 11 ); staticCmdsBuf.End(); // now, copy buf pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); } if ( pShaderShadow ) { // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if ( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() ); } pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture ); unsigned int flags = VERTEX_POSITION; // base texture pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead ); if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, !bShaderSrgbRead ); } if ( hasLightWarpTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false ); } if ( bHasBlendModulateTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); } if ( hasBaseTexture2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, !bShaderSrgbRead ); } // if( hasLightmap ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } if( hasEnvmap || ( IsX360() && hasFlashlight ) ) { if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } } flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; } #define TCOMBINE_NONE 12 // there is no detail texture int nDetailBlendMode = TCOMBINE_NONE; if ( hasDetailTexture ) { nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params ); ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( hasBump ) nDetailBlendMode = 10; // ssbump else nDetailBlendMode = 11; // ssbump_nobump } pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); bool bSRGBState = ( nDetailBlendMode == 1 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState ); } // Hijack detail blend mode 9 for paint (this blend mode was previously skipped/unused in lightmappedgeneric) if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { nDetailBlendMode = 9; } if( hasBump || hasNormalMapAlphaEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if( hasBump2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( hasBumpMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( bHasFoW ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); } if( bDeferredActive ) { pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasFlashlight && IsX360() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasVertexColor || hasBaseTexture2 || hasBump2 ) { flags |= VERTEX_COLOR; } // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords; // if ( pShaderAPI->InEditorMode() ) // if ( pShader->CanUseEditorMaterials() ) // { // numTexCoords = 1; // } // else { numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } } int nLightingPreviewMode = !bHasFoW ? IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) : 0; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); // Pre-cache pixel shaders bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); int bumpmap_variant=(hasSSBump) ? 2 : hasBump; bool bMaskedBlending=( (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() != 0) ); if( bDeferredActive ) { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30 ); } else { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); } // HACK HACK HACK - enable alpha writes all the time so that we have them for // underwater stuff and writing depth to dest alpha // But only do it if we're not using the alpha already for translucency pShaderShadow->EnableAlphaWrites( bFullyOpaque ); pShaderShadow->EnableSRGBWrite( true ); pShader->DefaultFog(); // NOTE: This isn't optimal. If $color2 is ever changed by a material // proxy, this code won't get re-run, but too bad. No time to make this work // Also note that if the lightmap scale factor changes // all shadow state blocks will be re-run, so that's ok float flLScale = pShaderShadow->GetLightMapScaleFactor(); pShader->PI_BeginCommandBuffer(); pShader->PI_SetModulationPixelShaderDynamicState( 21 ); // MAINTOL4DMERGEFIXME // Need to reflect this change which is from this rel changelist since this constant set was moved from the dynamic block to here: // Change 578692 by Alex@alexv_rel on 2008/06/04 18:07:31 // // Fix for portalareawindows in ep2 being rendered black. The color variable was being multipurposed for both the vs and ps differently where the ps doesn't care about alpha, but the vs does. Only applying the alpha2 DoD hack to the pixel shader constant where the alpha was never used in the first place and leaving alpha as is for the vs. // color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f; // pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color ); pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( 12, flLScale ); pShader->PI_SetModulationVertexShaderDynamicState_LinearScale( flLScale ); pShader->PI_EndCommandBuffer(); } // end shadow state } // end shadow || regen display list if ( pShaderAPI && ( pContextData->m_bMaterialVarsChanged ) ) { // need to regenerate the semistatic cmds pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false; bool bHasBlendMaskTransform= ( (info.m_nBlendMaskTransform != -1) && (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() ) && ( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) ); // If we don't have a texture transform, we don't have // to set vertex shader constants or run vertex shader instructions // for the texture transform. bool bHasTextureTransform = !( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform2]->MatrixIsIdentity() && params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); bHasTextureTransform |= bHasBlendMaskTransform; pContextData->m_bVertexShaderFastPath = !bHasTextureTransform; if( params[info.m_nDetail]->IsTexture() ) { pContextData->m_bVertexShaderFastPath = false; } int nTransformToLoad = info.m_nBlendMaskTransform; if( ( hasBump || hasSSBump ) && hasDetailTexture && !hasSelfIllum && !bHasBlendModulateTexture ) { nTransformToLoad = info.m_nBumpTransform; } pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, nTransformToLoad ); if ( ! pContextData->m_bVertexShaderFastPath ) { bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture() && !bHasFoW; if (!bSeamlessMapping ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); // If we have a detail texture, then the bump texcoords are the same as the base texcoords. if( hasBump && !hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } else if ( hasBump2 ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 ); } } pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); if ( hasDetailTexture ) { float detailTintAndBlend[4] = {1, 1, 1, 1}; if ( info.m_nDetailTint != -1 ) { params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 ); } detailTintAndBlend[3] = fDetailBlendFactor; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend ); } float envmapTintVal[4]; float selfIllumTintVal[4]; params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1; } else { envmap_variant = 0; } pContextData->m_bPixelShaderFastPath = true; bool bUsingContrastOrSaturation = hasEnvmap && ( ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) || (envmapSaturation != 1.0f) ); bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); if ( bUsingContrastOrSaturation || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) { pContextData->m_bPixelShaderFastPath = false; } if( !pContextData->m_bPixelShaderFastPath ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); // [ 0, 0, 1-R(0), R(0) ] pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); } else { if ( bHasOutline ) { float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ), GetFloatParam( info.m_nOutlineStart1, params ), GetFloatParam( info.m_nOutlineEnd0, params ), GetFloatParam( info.m_nOutlineEnd1, params ), 0,0,0, GetFloatParam( info.m_nOutlineAlpha, params ) }; if ( info.m_nOutlineColor != -1 ) { params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 ); } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 ); } if ( bHasSoftEdges ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 4, GetFloatParam( info.m_nEdgeSoftnessStart, params ), GetFloatParam( info.m_nEdgeSoftnessEnd, params ), 0,0 ); } } // parallax and cubemap light scale mapping parms (c20) if ( bParallaxMapping || (envmap_variant == 2) ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 20, GetFloatParam( info.m_nHeightScale, params), GetFloatParam( info.m_nEnvMapLightScale, params), 0, 0 ); } // texture binds if( hasBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } // handle mat_fullbright 2 bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); if( bLightingOnly ) { // BASE TEXTURE if( hasSelfIllum ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // BASE TEXTURE 2 if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY ); } // DETAIL TEXTURE if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY ); } // disable color modulation float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); // turn off environment mapping envmapTintVal[0] = 0.0f; envmapTintVal[1] = 0.0f; envmapTintVal[2] = 0.0f; } // always set the transform for detail textures since I'm assuming that you'll // always have a detailscale. if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); } if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame ); } if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame ); } else { if( hasSSBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_SSBUMP_FLAT ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); } } } if( hasBump2 ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 ); } else { if( hasSSBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SSBUMP_FLAT ); } } } if( hasBumpMask ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 ); } else { // this doesn't make sense pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT ); } } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } if ( hasLightWarpTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 ); } if ( bHasBlendModulateTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 ); } if ( hasFlashlight && IsX360() ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderFlashlightState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); CBCmdSetPixelShaderFlashlightState_t state; state.m_LightSampler = SHADER_SAMPLER13; state.m_DepthSampler = SHADER_SAMPLER14; state.m_ShadowNoiseSampler = SHADER_SAMPLER15; state.m_nColorConstant = 28; state.m_nAttenConstant = 13; state.m_nOriginConstant = 14; state.m_nDepthTweakConstant = 19; state.m_nScreenScaleConstant = 31; state.m_nWorldToTextureConstant = -1; state.m_bFlashlightNoLambert = false; state.m_bSinglePassFlashlight = bSinglePassFlashlight; pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state ); } pContextData->m_SemiStaticCmdsOut.End(); } } DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); if( hasEnvmap ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame ); } bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath; int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); if( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline ) { nFixedLightingMode = ENABLE_FIXED_LIGHTING_NONE; } else { bVertexShaderFastPath = false; } } bool bWorldNormal = ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ); if ( bWorldNormal && IsPC() ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir ); float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; DynamicCmdsOut.SetVertexShaderConstant4( 12, vEyeDir[0], vEyeDir[1], vEyeDir[2], 1.0f ); } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); if( bDeferredActive ) { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_deferred_vs30 ); } else { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs30 ); } bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath; if ( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { bPixelShaderFastPath = false; } bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( pContextData->m_bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; } if( bHasFoW ) { if( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ) DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nFoW, -1 ); else DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER13, TEXTURE_WHITE ); float vFoWSize[ 4 ]; Vector vMins = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MINS ); Vector vMaxs = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MAXS ); vFoWSize[ 0 ] = vMins.x; vFoWSize[ 1 ] = vMins.y; vFoWSize[ 2 ] = vMaxs.x - vMins.x; vFoWSize[ 3 ] = vMaxs.y - vMins.y; DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_12, vFoWSize ); } if( bDeferredActive ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, GetDeferredExt()->GetTexture_LightAccum(), 0 ); DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, GetDeferredExt()->GetTexture_LightAccum2(), 0 ); //DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_WHITE ); int x, y, w, t; pShaderAPI->GetCurrentViewport( x, y, w, t ); float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 }; DynamicCmdsOut.SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_0, fl1 ); } bool bFlashlightShadows = false; bool bUberlight = false; if( hasFlashlight && IsX360() ) { pShaderAPI->GetFlashlightShaderInfo( &bFlashlightShadows, &bUberlight ); } else { // only do ambient light when not using flashlight static ConVarRef mat_ambient_light_r_forced( "mat_ambient_light_r_forced" ); static ConVarRef mat_ambient_light_g_forced( "mat_ambient_light_g_forced" ); static ConVarRef mat_ambient_light_b_forced( "mat_ambient_light_b_forced" ); float vAmbientColor[4] = { mat_ambient_light_r_forced.GetFloat() != -1.0f ? mat_ambient_light_r_forced.GetFloat() : mat_ambient_light_r.GetFloat(), mat_ambient_light_g_forced.GetFloat() != -1.0f ? mat_ambient_light_g_forced.GetFloat() : mat_ambient_light_g.GetFloat(), mat_ambient_light_b_forced.GetFloat() != -1.0f ? mat_ambient_light_b_forced.GetFloat() : mat_ambient_light_b.GetFloat(), 0.0f }; if ( mat_fullbright.GetInt() == 1 ) { vAmbientColor[0] = vAmbientColor[1] = vAmbientColor[2] = 0.0f; } DynamicCmdsOut.SetPixelShaderConstant( 31, vAmbientColor, 1 ); } float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); if( bDeferredActive ) { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, /*bFlashlightShadows*/ 0 ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_deferred_ps30 ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps30 ); } DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); if( !bDeferredActive && IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest ) { //Alpha testing makes it so we can't write to dest alpha //Writing to depth makes it so later polygons can't write to dest alpha either //This leads to situations with garbage in dest alpha. //Fix it now by converting depth to dest alpha for any pixels that just wrote. pShader->DrawEqualDepthToDestAlpha(); } }
void FileWeaponInfo_t::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) { // Okay, we tried at least once to look this up... bParsedScript = true; // Classname Q_strncpy( szClassName, szWeaponName, MAX_WEAPON_STRING ); // Printable name Q_strncpy( szPrintName, pKeyValuesData->GetString( "printname", WEAPON_PRINTNAME_MISSING ), MAX_WEAPON_STRING ); // View model & world model Q_strncpy( szViewModel, pKeyValuesData->GetString( "viewmodel" ), MAX_WEAPON_STRING ); Q_strncpy( szWorldModel, pKeyValuesData->GetString( "playermodel" ), MAX_WEAPON_STRING ); Q_strncpy( szAnimationPrefix, pKeyValuesData->GetString( "anim_prefix" ), MAX_WEAPON_PREFIX ); iSlot = pKeyValuesData->GetInt( "bucket", 0 ); iPosition = pKeyValuesData->GetInt( "bucket_position", 0 ); // Use the console (X360) buckets if hud_fastswitch is set to 2. #ifdef CLIENT_DLL if ( hud_fastswitch.GetInt() == 2 ) #else if ( IsX360() ) #endif { iSlot = pKeyValuesData->GetInt( "bucket_360", iSlot ); iPosition = pKeyValuesData->GetInt( "bucket_position_360", iPosition ); } iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default) iMaxClip2 = pKeyValuesData->GetInt( "clip2_size", WEAPON_NOCLIP ); // Max secondary clips gun can hold (assume they don't use clips by default) iDefaultClip1 = pKeyValuesData->GetInt( "default_clip", iMaxClip1 ); // amount of primary ammo placed in the primary clip when it's picked up iDefaultClip2 = pKeyValuesData->GetInt( "default_clip2", iMaxClip2 ); // amount of secondary ammo placed in the secondary clip when it's picked up iWeight = pKeyValuesData->GetInt( "weight", 0 ); iRumbleEffect = pKeyValuesData->GetInt( "rumble", -1 ); // LAME old way to specify item flags. // Weapon scripts should use the flag names. iFlags = pKeyValuesData->GetInt( "item_flags", ITEM_FLAG_LIMITINWORLD ); for ( int i=0; i < ARRAYSIZE( g_ItemFlags ); i++ ) { int iVal = pKeyValuesData->GetInt( g_ItemFlags[i].m_pFlagName, -1 ); if ( iVal == 0 ) { iFlags &= ~g_ItemFlags[i].m_iFlagValue; } else if ( iVal == 1 ) { iFlags |= g_ItemFlags[i].m_iFlagValue; } } bShowUsageHint = pKeyValuesData->GetBool( "showusagehint", false ); bAutoSwitchTo = pKeyValuesData->GetBool( "autoswitchto", true ); bAutoSwitchFrom = pKeyValuesData->GetBool( "autoswitchfrom", true ); m_bBuiltRightHanded = pKeyValuesData->GetBool( "BuiltRightHanded", true ); m_bAllowFlipping = pKeyValuesData->GetBool( "AllowFlipping", true ); m_bMeleeWeapon = pKeyValuesData->GetBool( "MeleeWeapon", false ); #if defined(_DEBUG) && defined(HL2_CLIENT_DLL) // make sure two weapons aren't in the same slot & position if ( iSlot >= MAX_WEAPON_SLOTS || iPosition >= MAX_WEAPON_POSITIONS ) { Warning( "Invalid weapon slot or position [slot %d/%d MAX], pos[%d/%d MAX]\n", iSlot, MAX_WEAPON_SLOTS - 1, iPosition, MAX_WEAPON_POSITIONS - 1 ); } else { if (g_bUsedWeaponSlots[iSlot][iPosition]) { Warning( "Duplicately assigned weapon slots in selection hud: %s (%d, %d)\n", szPrintName, iSlot, iPosition ); } g_bUsedWeaponSlots[iSlot][iPosition] = true; } #endif // Primary ammo used const char *pAmmo = pKeyValuesData->GetString( "primary_ammo", "None" ); if ( strcmp("None", pAmmo) == 0 ) Q_strncpy( szAmmo1, "", sizeof( szAmmo1 ) ); else Q_strncpy( szAmmo1, pAmmo, sizeof( szAmmo1 ) ); iAmmoType = GetAmmoDef()->Index( szAmmo1 ); // Secondary ammo used pAmmo = pKeyValuesData->GetString( "secondary_ammo", "None" ); if ( strcmp("None", pAmmo) == 0) Q_strncpy( szAmmo2, "", sizeof( szAmmo2 ) ); else Q_strncpy( szAmmo2, pAmmo, sizeof( szAmmo2 ) ); iAmmo2Type = GetAmmoDef()->Index( szAmmo2 ); // AI AddOn const char *pAIAddOn = pKeyValuesData->GetString( "ai_addon", "ai_addon_basecombatweapon" ); if ( strcmp("None", pAIAddOn) == 0) Q_strncpy( szAIAddOn, "", sizeof( szAIAddOn ) ); else Q_strncpy( szAIAddOn, pAIAddOn, sizeof( szAIAddOn ) ); // Now read the weapon sounds memset( aShootSounds, 0, sizeof( aShootSounds ) ); KeyValues *pSoundData = pKeyValuesData->FindKey( "SoundData" ); if ( pSoundData ) { for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ ) { const char *soundname = pSoundData->GetString( pWeaponSoundCategories[i] ); if ( soundname && soundname[0] ) { Q_strncpy( aShootSounds[i], soundname, MAX_WEAPON_STRING ); } } } }
//----------------------------------------------------------------------------- // // Look for vgui screens, returns true if it found one ... // //----------------------------------------------------------------------------- C_BaseEntity *FindNearbyVguiScreen( const Vector &viewPosition, const QAngle &viewAngle, int nTeam ) { if ( IsX360() ) { // X360TBD: Turn this on if feature actually used return NULL; } C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); Assert( pLocalPlayer ); if ( !pLocalPlayer ) return NULL; // Get the view direction... Vector lookDir; AngleVectors( viewAngle, &lookDir ); // Create a ray used for raytracing Vector lookEnd; VectorMA( viewPosition, 2.0f * VGUI_SCREEN_MODE_RADIUS, lookDir, lookEnd ); Ray_t lookRay; lookRay.Init( viewPosition, lookEnd ); #ifndef C17 // Look for vgui screens that are close to the player CVGuiScreenEnumerator localScreens; partition->EnumerateElementsInSphere( PARTITION_CLIENT_NON_STATIC_EDICTS, viewPosition, VGUI_SCREEN_MODE_RADIUS, false, &localScreens ); #endif Vector vecOut, vecViewDelta; float flBestDist = 2.0f; C_VGuiScreen *pBestScreen = NULL; #ifdef C17 for (int i = 0; i < g_pVGUIScreens.Count(); i++) { if (g_pVGUIScreens.IsValidIndex(i)) { C_VGuiScreen *pScreen = g_pVGUIScreens[i]; #else for (int i = localScreens.GetScreenCount(); --i >= 0; ) { C_VGuiScreen *pScreen = localScreens.GetVGuiScreen(i); #endif if (pScreen->IsAttachedToViewModel()) continue; // Don't bother with screens I'm behind... // Hax - don't cancel backfacing with viewmodel attached screens. // we can get prediction bugs that make us backfacing for one frame and // it resets the mouse position if we lose focus. if (pScreen->IsBackfacing(viewPosition)) continue; // Don't bother with screens that are turned off if (!pScreen->IsActive()) continue; // FIXME: Should this maybe go into a derived class of some sort? // Don't bother with screens on the wrong team if (!pScreen->IsVisibleToTeam(nTeam)) continue; if (!pScreen->AcceptsInput()) continue; if (pScreen->IsInputOnlyToOwner() && pScreen->GetPlayerOwner() != pLocalPlayer) continue; // Test perpendicular distance from the screen... pScreen->GetVectors(NULL, NULL, &vecOut); VectorSubtract(viewPosition, pScreen->GetAbsOrigin(), vecViewDelta); float flPerpDist = DotProduct(vecViewDelta, vecOut); if ((flPerpDist < 0) || (flPerpDist > VGUI_SCREEN_MODE_RADIUS)) continue; // Perform a raycast to see where in barycentric coordinates the ray hits // the viewscreen; if it doesn't hit it, you're not in the mode float u, v, t; if (!pScreen->IntersectWithRay(lookRay, &u, &v, &t)) continue; // Barycentric test if ((u < 0) || (v < 0) || (u > 1) || (v > 1)) continue; if (t < flBestDist) { flBestDist = t; pBestScreen = pScreen; } } #ifdef C17 } #endif return pBestScreen; } void ActivateVguiScreen( C_BaseEntity *pVguiScreenEnt ) { if (pVguiScreenEnt) { Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) ); C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt); pVguiScreen->GainFocus( ); } } void SetVGuiScreenButtonState( C_BaseEntity *pVguiScreenEnt, int nButtonState ) { if (pVguiScreenEnt) { Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) ); C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt); pVguiScreen->SetButtonState( nButtonState ); } } void DeactivateVguiScreen( C_BaseEntity *pVguiScreenEnt ) { if (pVguiScreenEnt) { Assert( dynamic_cast<C_VGuiScreen*>(pVguiScreenEnt) ); C_VGuiScreen *pVguiScreen = static_cast<C_VGuiScreen*>(pVguiScreenEnt); pVguiScreen->LoseFocus( ); } } CVGuiScreenPanel::CVGuiScreenPanel( vgui::Panel *parent, const char *panelName ) : BaseClass( parent, panelName ) { m_hEntity = NULL; } CVGuiScreenPanel::CVGuiScreenPanel( vgui::Panel *parent, const char *panelName, vgui::HScheme hScheme ) : BaseClass( parent, panelName, hScheme ) { m_hEntity = NULL; } bool CVGuiScreenPanel::Init( KeyValues* pKeyValues, VGuiScreenInitData_t* pInitData ) { const char *pResFile = pKeyValues->GetString( "resfile" ); if (pResFile[0] != 0) { KeyValues *pCachedKeyValues = CacheKeyValuesForFile( pResFile ); LoadControlSettings( pResFile, NULL, pCachedKeyValues ); } // Dimensions in pixels int nWidth, nHeight; nWidth = pKeyValues->GetInt( "pixelswide", 240 ); nHeight = pKeyValues->GetInt( "pixelshigh", 160 ); if ((nWidth <= 0) || (nHeight <= 0)) return false; // If init data isn't specified, then we're just precaching. if ( pInitData ) { m_hEntity.Set( pInitData->m_pEntity ); C_VGuiScreen *screen = dynamic_cast< C_VGuiScreen * >( pInitData->m_pEntity ); if ( screen ) { bool acceptsInput = pKeyValues->GetInt( "acceptsinput", 1 ) ? true : false; screen->SetAcceptsInput( acceptsInput ); } } SetBounds( 0, 0, nWidth, nHeight ); return true; } vgui::Panel *CVGuiScreenPanel::CreateControlByName(const char *controlName) { // Check the panel metaclass manager to make these controls... if (!Q_strncmp(controlName, "MaterialImage", 20)) { return new CBitmapPanel(NULL, "BitmapPanel"); } if (!Q_strncmp(controlName, "MaterialButton", 20)) { return new CBitmapButton(NULL, "BitmapButton", ""); } // Didn't find it? Just use the default stuff return BaseClass::CreateControlByName( controlName ); } //----------------------------------------------------------------------------- // Purpose: Called when the user presses a button //----------------------------------------------------------------------------- void CVGuiScreenPanel::OnCommand( const char *command) { if ( Q_stricmp( command, "vguicancel" ) ) { engine->ClientCmd( const_cast<char *>( command ) ); } BaseClass::OnCommand(command); } DECLARE_VGUI_SCREEN_FACTORY( CVGuiScreenPanel, "vgui_screen_panel" );
//----------------------------------------------------------------------------- // Purpose: creates the font. returns false if the font cannot be mounted. //----------------------------------------------------------------------------- bool CBitmapFont::Create( const char *pFontFilename, float scalex, float scaley, int flags ) { MEM_ALLOC_CREDIT(); if ( !pFontFilename || !pFontFilename[0] ) { return false; } CUtlSymbol symbol; char fontName[MAX_PATH]; Q_FileBase( pFontFilename, fontName, MAX_PATH ); Q_strlower( fontName ); symbol = fontName; // find a match that can use same entries BitmapFontTable_t *pFontTable = NULL; for ( int i=0; i<g_BitmapFontTable.Count(); i++ ) { if ( symbol == g_BitmapFontTable[i].m_szName ) { m_bitmapFontHandle = i; pFontTable = &g_BitmapFontTable[m_bitmapFontHandle]; break; } } if ( !pFontTable ) { void *pBuf = NULL; int nLength; nLength = FontManager().FileSystem()->ReadFileEx( pFontFilename, "GAME", &pBuf ); if ( nLength <= 0 || !pBuf ) { // not found return false; } if ( ((BitmapFont_t*)pBuf)->m_id != LittleLong( BITMAPFONT_ID ) || ((BitmapFont_t*)pBuf)->m_Version != LittleLong( BITMAPFONT_VERSION ) ) { // bad version return false; } if ( IsX360() ) { CByteswap swap; swap.ActivateByteSwapping( true ); swap.SwapFieldsToTargetEndian( (BitmapFont_t*)pBuf ); swap.SwapFieldsToTargetEndian( (BitmapGlyph_t*)((char*)pBuf + sizeof( BitmapFont_t )), ((BitmapFont_t*)pBuf)->m_NumGlyphs ); } // create it m_bitmapFontHandle = g_BitmapFontTable.AddToTail(); pFontTable = &g_BitmapFontTable[m_bitmapFontHandle]; pFontTable->m_szName = fontName; pFontTable->m_pBitmapFont = new BitmapFont_t; memcpy( pFontTable->m_pBitmapFont, pBuf, sizeof( BitmapFont_t ) ); pFontTable->m_pBitmapGlyphs = new BitmapGlyph_t[pFontTable->m_pBitmapFont->m_NumGlyphs]; memcpy( pFontTable->m_pBitmapGlyphs, (unsigned char*)pBuf + sizeof(BitmapFont_t), pFontTable->m_pBitmapFont->m_NumGlyphs*sizeof(BitmapGlyph_t) ); FontManager().FileSystem()->FreeOptimalReadBuffer( pBuf ); // load the art resources char textureName[MAX_PATH]; Q_snprintf( textureName, MAX_PATH, "vgui/fonts/%s", fontName ); pFontTable->m_pTexture = FontManager().MaterialSystem()->FindTexture( textureName, TEXTURE_GROUP_VGUI ); #ifdef _DEBUG if ( pFontTable->m_pBitmapFont->m_PageWidth != pFontTable->m_pTexture->GetActualWidth() || pFontTable->m_pBitmapFont->m_PageHeight != pFontTable->m_pTexture->GetActualHeight() ) { // font is out of sync with its art Assert( 0 ); return false; } #endif // the font texture lives forever, ensure it doesn't get purged pFontTable->m_pTexture->IncrementReferenceCount(); } // setup font properties m_scalex = scalex; m_scaley = scaley; // flags are derived from the baked font m_iFlags = vgui::ISurface::FONTFLAG_BITMAP; int bitmapFlags = pFontTable->m_pBitmapFont->m_Flags; if ( bitmapFlags & BF_ANTIALIASED ) { m_iFlags |= vgui::ISurface::FONTFLAG_ANTIALIAS; } if ( bitmapFlags & BF_ITALIC ) { m_iFlags |= vgui::ISurface::FONTFLAG_ITALIC; } if ( bitmapFlags & BF_BLURRED ) { m_iFlags |= vgui::ISurface::FONTFLAG_GAUSSIANBLUR; m_iBlur = 1; } if ( bitmapFlags & BF_SCANLINES ) { m_iScanLines = 1; } if ( bitmapFlags & BF_OUTLINED ) { m_iFlags |= vgui::ISurface::FONTFLAG_OUTLINE; m_iOutlineSize = 1; } if ( bitmapFlags & BF_DROPSHADOW ) { m_iFlags |= vgui::ISurface::FONTFLAG_DROPSHADOW; m_iDropShadowOffset = 1; } if ( flags & vgui::ISurface::FONTFLAG_ADDITIVE ) { m_bAdditive = true; m_iFlags |= vgui::ISurface::FONTFLAG_ADDITIVE; } m_iMaxCharWidth = (float)pFontTable->m_pBitmapFont->m_MaxCharWidth * m_scalex; m_iHeight = (float)pFontTable->m_pBitmapFont->m_MaxCharHeight * m_scaley; m_iAscent = (float)pFontTable->m_pBitmapFont->m_Ascent * m_scaley; // mark as valid m_szName = symbol; return true; }
//----------------------------------------------------------------------------- // Purpose: Advanced joystick setup //----------------------------------------------------------------------------- void CInput::Joystick_Advanced( bool bSilent ) { m_fJoystickAdvancedInit = true; // called whenever an update is needed int i; DWORD dwTemp; if ( IsX360() ) { // Xbox always uses a joystick in_joystick.SetValue( 1 ); } for ( int hh = 0; hh < MAX_SPLITSCREEN_PLAYERS; ++hh ) { ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh ); PerUserInput_t &user = GetPerUser(); // Initialize all the maps for ( i = 0; i < MAX_JOYSTICK_AXES; i++ ) { user.m_rgAxes[i].AxisMap = GAME_AXIS_NONE; user.m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS; } if ( !joy_advanced.GetBool() ) { // default joystick initialization // 2 axes only with joystick control user.m_rgAxes[JOY_AXIS_X].AxisMap = GAME_AXIS_YAW; user.m_rgAxes[JOY_AXIS_Y].AxisMap = GAME_AXIS_FORWARD; } else { if ( !bSilent && hh == 0 && Q_stricmp( joy_name.GetString(), "joystick") ) { // notify user of advanced controller Msg( "Using joystick '%s' configuration\n", joy_name.GetString() ); } static SplitScreenConVarRef s_joy_movement_stick( "joy_movement_stick" ); bool bJoyMovementStick = s_joy_movement_stick.GetBool( hh ); // advanced initialization here // data supplied by user via joy_axisn cvars dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisu.GetInt() : (DWORD)joy_advaxisx.GetInt(); user.m_rgAxes[JOY_AXIS_X].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_X].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisr.GetInt() : (DWORD)joy_advaxisy.GetInt(); user.m_rgAxes[JOY_AXIS_Y].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_Y].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = (DWORD)joy_advaxisz.GetInt(); user.m_rgAxes[JOY_AXIS_Z].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_Z].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisy.GetInt() : (DWORD)joy_advaxisr.GetInt(); user.m_rgAxes[JOY_AXIS_R].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_R].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = ( bJoyMovementStick ) ? (DWORD)joy_advaxisx.GetInt() : (DWORD)joy_advaxisu.GetInt(); user.m_rgAxes[JOY_AXIS_U].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_U].ControlMap = dwTemp & JOY_RELATIVE_AXIS; dwTemp = (DWORD)joy_advaxisv.GetInt(); user.m_rgAxes[JOY_AXIS_V].AxisMap = dwTemp & 0x0000000f; user.m_rgAxes[JOY_AXIS_V].ControlMap = dwTemp & JOY_RELATIVE_AXIS; if ( !bSilent ) { Msg( "Advanced joystick settings initialized for joystick %d\n------------\n", hh + 1 ); DescribeJoystickAxis( hh, "x axis", &user.m_rgAxes[JOY_AXIS_X] ); DescribeJoystickAxis( hh, "y axis", &user.m_rgAxes[JOY_AXIS_Y] ); DescribeJoystickAxis( hh, "z axis", &user.m_rgAxes[JOY_AXIS_Z] ); DescribeJoystickAxis( hh, "r axis", &user.m_rgAxes[JOY_AXIS_R] ); DescribeJoystickAxis( hh, "u axis", &user.m_rgAxes[JOY_AXIS_U] ); DescribeJoystickAxis( hh, "v axis", &user.m_rgAxes[JOY_AXIS_V] ); } } } #if defined( SWARM_DLL ) // If we have an xbox controller, load the cfg file if it hasn't been loaded. ConVarRef var( "joy_xcontroller_found" ); if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetBool() == false ) { if ( IsPC() ) { engine->ClientCmd( "exec 360controller_pc.cfg" ); } else if ( IsX360() ) { engine->ClientCmd( "exec 360controller_xbox.cfg" ); } joy_xcontroller_cfg_loaded.SetValue( 1 ); } } else if ( joy_xcontroller_cfg_loaded.GetBool() ) { engine->ClientCmd( "exec undo360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 0 ); } #else // SWARM_DLL if ( IsPC() ) { // If we have an xcontroller on the PC, load the cfg file if it hasn't been loaded. ConVarRef var( "joy_xcontroller_found" ); if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetBool() == false ) { engine->ClientCmd( "exec 360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 1 ); } } else if ( joy_xcontroller_cfg_loaded.GetBool() ) { engine->ClientCmd( "exec undo360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 0 ); } } #endif // SWARM_DLL }
//----------------------------------------------------------------------------- // Purpose: // Input : *name - // flags - // *model - // Output : int //----------------------------------------------------------------------------- int CGameServer::PrecacheModel( char const *name, int flags, model_t *model /*=NULL*/ ) { if ( !m_pModelPrecacheTable ) return -1; int idx = m_pModelPrecacheTable->AddString( true, name ); if ( idx == INVALID_STRING_INDEX ) { return -1; } CPrecacheUserData p; // first time, set file size & flags CPrecacheUserData const *pExisting = (CPrecacheUserData const *)m_pModelPrecacheTable->GetStringUserData( idx, NULL ); if ( !pExisting ) { p.flags = flags; } else { // Just or in any new flags p = *pExisting; p.flags |= flags; } m_pModelPrecacheTable->SetStringUserData( idx, sizeof( p ), &p ); CPrecacheItem *slot = &model_precache[ idx ]; if ( model ) { slot->SetModel( model ); } bool bLoadNow; bLoadNow = ( !slot->GetModel() && ( ( flags & RES_PRELOAD ) || IsX360() ) ); if ( CommandLine()->FindParm( "-nopreload" ) || CommandLine()->FindParm( "-nopreloadmodels" )) { bLoadNow = false; } else if ( sv_forcepreload.GetInt() || CommandLine()->FindParm( "-preload" ) ) { bLoadNow = true; } if ( idx != 0 ) { if ( bLoadNow ) { slot->SetModel( modelloader->GetModelForName( name, IModelLoader::FMODELLOADER_SERVER ) ); #ifndef SWDS EngineVGui()->UpdateProgressBar(PROGRESS_PRECACHE); #endif MapReslistGenerator().OnModelPrecached(name); } else { modelloader->ReferenceModel( name, IModelLoader::FMODELLOADER_SERVER ); slot->SetModel( NULL ); } } return idx; }
const void *FindSceneFile( CFlex *instance, const char *filename, bool allowBlockingIO ) { // See if it's already loaded int i; for ( i = 0; i < m_FileList.Size(); i++ ) { CFlexSceneFile *file = m_FileList[ i ]; if ( file && !stricmp( file->filename, filename ) ) { // Make sure translations (local to global flex controller) are set up for this instance EnsureTranslations( instance, ( const flexsettinghdr_t * )file->buffer ); return file->buffer; } } if ( !allowBlockingIO ) { return NULL; } // Load file into memory void *buffer = NULL; int len = filesystem->ReadFileEx( UTIL_VarArgs( "expressions/%s.vfe", filename ), "GAME", &buffer, false, true ); if ( !len ) return NULL; // Create scene entry CFlexSceneFile *pfile = new CFlexSceneFile; // Remember filename Q_strncpy( pfile->filename, filename, sizeof( pfile->filename ) ); // Remember data pointer pfile->buffer = buffer; // Add to list m_FileList.AddToTail( pfile ); // Swap the entire file if ( IsX360() ) { CByteswap swap; swap.ActivateByteSwapping( true ); byte *pData = (byte*)buffer; flexsettinghdr_t *pHdr = (flexsettinghdr_t*)pData; swap.SwapFieldsToTargetEndian( pHdr ); // Flex Settings flexsetting_t *pFlexSetting = (flexsetting_t*)((byte*)pHdr + pHdr->flexsettingindex); for ( int i = 0; i < pHdr->numflexsettings; ++i, ++pFlexSetting ) { swap.SwapFieldsToTargetEndian( pFlexSetting ); flexweight_t *pWeight = (flexweight_t*)(((byte*)pFlexSetting) + pFlexSetting->settingindex ); for ( int j = 0; j < pFlexSetting->numsettings; ++j, ++pWeight ) { swap.SwapFieldsToTargetEndian( pWeight ); } } // indexes pData = (byte*)pHdr + pHdr->indexindex; swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numindexes ); // keymappings pData = (byte*)pHdr + pHdr->keymappingindex; swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numkeys ); // keyname indices pData = (byte*)pHdr + pHdr->keynameindex; swap.SwapBufferToTargetEndian( (int*)pData, (int*)pData, pHdr->numkeys ); } // Fill in translation table EnsureTranslations( instance, ( const flexsettinghdr_t * )pfile->buffer ); // Return data return pfile->buffer; }
//----------------------------------------------------------------------------- // Purpose: Advanced joystick setup //----------------------------------------------------------------------------- void CInput::Joystick_Advanced(void) { // called whenever an update is needed int i; DWORD dwTemp; if ( IsX360() ) { // Xbox always uses a joystick in_joystick.SetValue( 1 ); } // Initialize all the maps for ( i = 0; i < MAX_JOYSTICK_AXES; i++ ) { m_rgAxes[i].AxisMap = GAME_AXIS_NONE; m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS; } if ( !joy_advanced.GetBool() ) { // default joystick initialization // 2 axes only with joystick control m_rgAxes[JOY_AXIS_X].AxisMap = GAME_AXIS_YAW; m_rgAxes[JOY_AXIS_Y].AxisMap = GAME_AXIS_FORWARD; } else { if ( Q_stricmp( joy_name.GetString(), "joystick") != 0 ) { // notify user of advanced controller Msg( "Using joystick '%s' configuration\n", joy_name.GetString() ); } // advanced initialization here // data supplied by user via joy_axisn cvars dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisu.GetInt() : (DWORD)joy_advaxisx.GetInt(); m_rgAxes[JOY_AXIS_X].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_X].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_X", &m_rgAxes[JOY_AXIS_X] ); dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisr.GetInt() : (DWORD)joy_advaxisy.GetInt(); m_rgAxes[JOY_AXIS_Y].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_Y].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_Y", &m_rgAxes[JOY_AXIS_Y] ); dwTemp = (DWORD)joy_advaxisz.GetInt(); m_rgAxes[JOY_AXIS_Z].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_Z].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_Z", &m_rgAxes[JOY_AXIS_Z] ); dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisy.GetInt() : (DWORD)joy_advaxisr.GetInt(); m_rgAxes[JOY_AXIS_R].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_R].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_R", &m_rgAxes[JOY_AXIS_R] ); dwTemp = ( joy_movement_stick.GetBool() ) ? (DWORD)joy_advaxisx.GetInt() : (DWORD)joy_advaxisu.GetInt(); m_rgAxes[JOY_AXIS_U].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_U].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_U", &m_rgAxes[JOY_AXIS_U] ); dwTemp = (DWORD)joy_advaxisv.GetInt(); m_rgAxes[JOY_AXIS_V].AxisMap = dwTemp & 0x0000000f; m_rgAxes[JOY_AXIS_V].ControlMap = dwTemp & JOY_RELATIVE_AXIS; DescribeJoystickAxis( "JOY_AXIS_V", &m_rgAxes[JOY_AXIS_V] ); Msg( "Advanced Joystick settings initialized\n" ); } // If we have an xcontroller, load the cfg file if it hasn't been loaded. ConVarRef var( "joy_xcontroller_found" ); if ( var.IsValid() && var.GetBool() && in_joystick.GetBool() ) { if ( joy_xcontroller_cfg_loaded.GetBool() == false ) { engine->ClientCmd( "exec 360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 1 ); } } else if ( joy_xcontroller_cfg_loaded.GetBool() ) { engine->ClientCmd( "exec undo360controller.cfg" ); joy_xcontroller_cfg_loaded.SetValue( 0 ); } }
void DrawPhong_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr, bool bDeferredActive ) { CPhong_DX9_Context *pContextData = reinterpret_cast< CPhong_DX9_Context *> ( *pContextDataPtr ); bool bHasFlashlight = !bDeferredActive && pShader->UsingFlashlight( params ); bool bHasFlashlightOnly = bHasFlashlight && !IsX360(); #ifndef _X360 bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL ); #endif bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; BlendType_t nBlendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlightOnly; //dest alpha is free for special use bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture(); #if !defined( PLATFORM_X360 ) bool bHasDisplacementWrinkles = (info.m_nDisplacementWrinkleMap != -1) && params[info.m_nDisplacementWrinkleMap]->GetIntValue(); #endif bool bHasTeamColorTexture = ( info.m_nTeamColorTexture != -1 ) && params[info.m_nTeamColorTexture]->IsTexture(); bool bHasFoW = ( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ); bool bFOWValidTexture = true; if ( bHasFoW == true ) { ITexture *pTexture = params[ info.m_nFoW ]->GetTextureValue(); if ( ( pTexture->GetFlags() & TEXTUREFLAGS_RENDERTARGET ) == 0 ) { bHasFoW = true; bFOWValidTexture = false; } } else { bHasFoW = true; bFOWValidTexture = false; } if( pShader->IsSnapshotting() ) { PhongShaderInfo_t phongInfo; ComputePhongShaderInfo( pShader, params, info, bHasFlashlightOnly, &phongInfo ); bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( info.m_nShaderSrgbRead360 ) && params[info.m_nShaderSrgbRead360]->GetIntValue() ); int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue(); bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); // look at color and alphamod stuff. // Unlit generic never uses the flashlight bool bHasEnvmap = !bHasFlashlightOnly && params[info.m_nEnvmap]->IsTexture(); // Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() ); } // Based upon vendor and device dependent formats int nShadowFilterMode = bHasFlashlight ? g_pHardwareConfig->GetShadowFilterMode() : 0; if( bHasFlashlightOnly ) { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); } if( bIsAlphaTested ) { // disable alpha test and use the zfunc zequals since alpha isn't guaranteed to // be the same on both the regular pass and the flashlight pass. pShaderShadow->EnableAlphaTest( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); } pShaderShadow->EnableBlending( true ); pShaderShadow->EnableDepthWrites( false ); // Be sure not to write to dest alpha pShaderShadow->EnableAlphaWrites( false ); } if ( !bHasFlashlightOnly ) // not flashlight pass { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true ); } if ( bHasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Cubic environment map if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true ); } } } unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; // Always enable...will bind white if nothing specified... pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead ); if ( !bHasFoW && !bDeferredActive && (phongInfo.m_bHasBaseTextureWrinkle) ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Base (albedo) compression map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, !bShaderSrgbRead ); pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Base (albedo) stretch map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, !bShaderSrgbRead ); } if( phongInfo.m_bHasDiffuseWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Diffuse warp texture } if( phongInfo.m_bHasPhongWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Specular warp texture } // Specular exponent map or dummy pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Specular exponent map if( bHasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie } // Always enable, since flat normal will be bound pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map userDataSize = 4; // tangent S pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map if ( !bHasFoW && !bDeferredActive && (phongInfo.m_bHasBumpWrinkle || phongInfo.m_bHasBaseTextureWrinkle) ) { pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal compression map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER11, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // Normal stretch map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, false ); } if( bHasFoW ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); } if( bDeferredActive ) { pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); } if ( phongInfo.m_bHasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); if ( nDetailBlendMode != 0 ) //Not Mod2X { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER13, true ); } } if ( phongInfo.m_bHasSelfIllum ) { pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); } if( bHasVertexColor || bHasVertexAlpha ) { flags |= VERTEX_COLOR; } // Always enable ambient occlusion sampler on PC on DX10 parts if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( bHasTeamColorTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); } if ( bHasDisplacement && IsPC() && g_pHardwareConfig->HasFastVertexTextures() ) { pShaderShadow->EnableVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, true ); } pShaderShadow->EnableSRGBWrite( true ); // texcoord0 : base texcoord, texcoord2 : decal hw morph delta int pTexCoordDim[3] = { 2, 0, 3 }; int nTexCoordCount = 1; #ifndef _X360 // Special morphed decal information if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() ) { nTexCoordCount = 3; } #endif // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); #if !defined( PLATFORM_X360 ) bool bWorldNormal = ( ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH == ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ))); #endif // This is to allow phong materials to disable half lambert. Half lambert has always been forced on in phong, // so the only safe way to allow artists to disable half lambert is to create this param that disables the // default behavior of forcing half lambert on. bool bPhongHalfLambert = IS_PARAM_DEFINED( info.m_nPhongDisableHalfLambert ) ? ( params[ info.m_nPhongDisableHalfLambert ]->GetIntValue() == 0 ) : true; if ( g_pHardwareConfig->HasFastVertexTextures() ) { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION ); } DECLARE_STATIC_VERTEX_SHADER( phong_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, bWorldNormal ); SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER( phong_vs30 ); if( bDeferredActive ) { DECLARE_STATIC_PIXEL_SHADER( phong_deferred_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, phongInfo.m_bHasPhongWarp && phongInfo.m_bHasPhong ); //SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, !bHasFoW && phongInfo.m_bHasBaseTextureWrinkle ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, phongInfo.m_bHasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, phongInfo.m_bHasRimLight ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, bWorldNormal ); SET_STATIC_PIXEL_SHADER_COMBO( PHONG_HALFLAMBERT, bPhongHalfLambert ); SET_STATIC_PIXEL_SHADER_COMBO( TEAMCOLORTEXTURE, bHasTeamColorTexture ); //SET_STATIC_PIXEL_SHADER_COMBO( FOW, /*bHasFoW*/ 1 ); SET_STATIC_PIXEL_SHADER( phong_deferred_ps30 ); } else { DECLARE_STATIC_PIXEL_SHADER( phong_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, phongInfo.m_bHasPhongWarp && phongInfo.m_bHasPhong ); //SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, !bHasFoW && phongInfo.m_bHasBaseTextureWrinkle ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, phongInfo.m_bHasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, phongInfo.m_bHasRimLight ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, bWorldNormal ); SET_STATIC_PIXEL_SHADER_COMBO( PHONG_HALFLAMBERT, bPhongHalfLambert ); SET_STATIC_PIXEL_SHADER_COMBO( TEAMCOLORTEXTURE, bHasTeamColorTexture ); //SET_STATIC_PIXEL_SHADER_COMBO( FOW, /*bHasFoW*/ 1 ); SET_STATIC_PIXEL_SHADER( phong_ps30 ); } if( bHasFlashlightOnly ) { pShader->FogToBlack(); } else { pShader->DefaultFog(); } // HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff pShaderShadow->EnableAlphaWrites( bFullyOpaque ); pShader->PI_BeginCommandBuffer(); pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE ); pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY ); pShader->PI_SetVertexShaderAmbientLightCube(); // material can opt out of per-instance modulation via $nodiffusemodulation bool bAllowDiffuseModulation = ( info.m_nAllowDiffuseModulation == -1 ) ? true : ( params[info.m_nAllowDiffuseModulation]->GetIntValue() != 0 ); if ( bAllowDiffuseModulation ) { pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); } else { pShader->PI_SetModulationPixelShaderDynamicState_Identity( 1 ); } pShader->PI_EndCommandBuffer(); } else // not snapshotting -- begin dynamic state { // Deal with semisatic if ( ( !pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) { if ( !pContextData ) // make sure allocated { pContextData = new CPhong_DX9_Context; *pContextDataPtr = pContextData; } pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false; PhongShaderInfo_t phongInfo; ComputePhongShaderInfo( pShader, params, info, bHasFlashlightOnly, &phongInfo ); bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture(); bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); bool bHasSelfIllumMask = ( phongInfo.m_bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture(); float fBlendFactor = ( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue(); bool bHasSpecularExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture(); bool bHasPhongTintMap = bHasSpecularExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 ); bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); bool bHasRimMaskMap = bHasSpecularExponentTexture && phongInfo.m_bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 ); bool bHasSinglePassFlashlight = IsX360(); // NOTE: If you change this, fix state.m_nDepthTweakConstant below! And, deal with SINGLE_PASS_FLASHLIGHT in phong_ps20b.fxc if( phongInfo.m_bHasBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } if ( !bHasFoW && !bDeferredActive && phongInfo.m_bHasBaseTextureWrinkle ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame ); } if( phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong ) { if ( r_lightwarpidentity.GetBool() ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nDiffuseWarpTexture ); } } if( phongInfo.m_bHasPhongWarp ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nPhongWarpTexture ); } if( bHasSpecularExponentTexture && phongInfo.m_bHasPhong ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nPhongExponentTexture ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE ); } if( !g_pConfig->m_bFastNoBump ) { if( bHasBump ) pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame ); else pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); if ( !bHasFoW && !bDeferredActive && phongInfo.m_bHasBumpWrinkle ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame ); } else if ( !bHasFoW && !bDeferredActive && phongInfo.m_bHasBaseTextureWrinkle ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame ); } } else // Just flat bump maps { if ( bHasBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); } if ( !bHasFoW && !bDeferredActive && phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT ); } } if ( phongInfo.m_bHasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame ); } if ( phongInfo.m_bHasSelfIllum ) { if ( bHasSelfIllumMask ) // Separate texture for self illum? { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, info.m_nSelfIllumMask ); // Bind it } else // else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK ); // Bind dummy } } if( !bHasFlashlightOnly ) { if ( phongInfo.m_bHasEnvmap ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame ); } } pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); if( bHasBump ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if ( phongInfo.m_bHasDetailTexture ) { if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nDetailTextureTransform, info.m_nDetailScale ); } else { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBaseTextureTransform, info.m_nDetailScale ); } } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor ); bool bInvertPhongMask = ( info.m_nInvertPhongMask != -1 ) && ( params[info.m_nInvertPhongMask]->GetIntValue() != 0 ); float fInvertPhongMask = bInvertPhongMask ? 1 : 0; bool bHasBaseAlphaPhongMask = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 ); float fHasBaseAlphaPhongMask = bHasBaseAlphaPhongMask ? 1 : 0; bool bBlendTintByBaseAlpha = (info.m_nBlendTintByBaseAlpha != -1) && ( params[info.m_nBlendTintByBaseAlpha]->GetIntValue() != 0 ); float fBlendTintByBaseAlpha = bBlendTintByBaseAlpha ? 1 : 0; // Controls for lerp-style paths through shader code float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f, 1.0f-fBlendTintByBaseAlpha, fInvertPhongMask }; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SHADER_CONTROLS, vShaderControls, 1 ); if ( phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly ) { float vConstScaleBiasExp[4] = { 1.0f, 0.0f, 1.0f, 0.0f }; float flMin = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[0] : 0.0f; float flMax = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[1] : 1.0f; float flExp = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[2] : 1.0f; vConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias vConstScaleBiasExp[0] = 1.0f - vConstScaleBiasExp[1]; // Scale vConstScaleBiasExp[2] = flExp; // Exp vConstScaleBiasExp[3] = flMax; // Brightness pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 ); } if( !bHasFlashlightOnly ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); if( phongInfo.m_bHasEnvmap ) { float vEnvMapTint_MaskControl[4] = {1.0f, 1.0f, 1.0f, 0.0f}; // If we have a tint, grab it if ( (info.m_nEnvmapTint != -1) && params[info.m_nEnvmapTint]->IsDefined() ) params[info.m_nEnvmapTint]->GetVecValue(vEnvMapTint_MaskControl, 3); // Set control for source of env map mask (normal alpha or base alpha) vEnvMapTint_MaskControl[3] = bHasNormalMapAlphaEnvmapMask ? 1.0f : 0.0f; // Handle mat_fullbright 2 (diffuse lighting only with 50% gamma space basetexture) if( bLightingOnly ) { vEnvMapTint_MaskControl[0] = vEnvMapTint_MaskControl[1] = vEnvMapTint_MaskControl[2] = 0.0f; } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 ); } } // Pack Phong exponent in with the eye position float vSpecularTint[4] = {1, 1, 1, 4}; float vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1}; // Get the tint parameter if ( (info.m_nPhongTint != -1) && params[info.m_nPhongTint]->IsDefined() ) { params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 3); } // Get the rim light power (goes in w of Phong tint) if ( phongInfo.m_bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() ) { vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue(); vSpecularTint[3] = MAX(vSpecularTint[3], 1.0f); // Make sure this is at least 1 } // Get the rim boost (goes in w of flashlight position) if ( phongInfo.m_bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() ) { vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue(); } // Single pass flashlight has to use a separate constant for this stuff since a flashlight constant is repurposed for rimlighting when doing multi-pass flashlight. if ( phongInfo.m_bHasRimLight ) { if ( bHasSinglePassFlashlight ) { float vRimParams[4] = {0, 0, 0, 0}; vRimParams[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f; vRimParams[1] = params[info.m_nRimLightBoost]->GetFloatValue(); // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_RIMPARAMS, vRimParams, 1 ); } else if ( !bHasFlashlight ) { float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code vRimMaskControl[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f; // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 ); } } // If it's all zeros, there was no constant tint in the vmt if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) ) { if ( bHasPhongTintMap ) // If we have a map to use, tell the shader { vSpecularTint[0] = -1; } else // Otherwise, just tint with white { vSpecularTint[0] = 1.0f; vSpecularTint[1] = 1.0f; vSpecularTint[2] = 1.0f; } } // handle mat_fullbright 2 (diffuse lighting only) if( bLightingOnly ) { // BASETEXTURE if( phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); if ( phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_GREY_ALPHA_ZERO ); // Compressed wrinklemap pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_GREY_ALPHA_ZERO ); // Stretched wrinklemap } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); if ( phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_GREY ); // Compressed wrinklemap pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_GREY ); // Stretched wrinklemap } } // DETAILTEXTURE if ( phongInfo.m_bHasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER13, TEXTURE_GREY ); } // turn off specularity vSpecularTint[0] = vSpecularTint[1] = vSpecularTint[2] = 0.0f; } if ( (info.m_nPhongFresnelRanges != -1) && params[info.m_nPhongFresnelRanges]->IsDefined() ) { params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional Fresnel range parameters } if ( (info.m_nPhongBoost != -1 ) && params[info.m_nPhongBoost]->IsDefined()) // Grab optional Phong boost param { vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue(); } else { vFresnelRanges_SpecBoost[3] = 1.0f; } bool bHasBaseLuminancePhongMask = (info.m_nBaseMapLuminancePhongMask != -1) && ( params[info.m_nBaseMapLuminancePhongMask]->GetIntValue() != 0 ); float fHasBaseLuminancePhongMask = bHasBaseLuminancePhongMask ? 1 : 0; float vShaderControls2[4] = {0.0f, fHasBaseLuminancePhongMask, 0.0f, 0.0f}; if ( !bHasFlashlightOnly ) { if ( phongInfo.m_bHasEnvmap ) { if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() ) { vShaderControls2[0] = params[info.m_nEnvmapFresnel]->GetFloatValue(); } } } if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() ) { vShaderControls2[2] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map } else { vShaderControls2[2] = 0; // Use the alpha channel of the normal map for the exponent } vShaderControls2[3] = bHasSelfIllumMask ? 1.0f : 0.0f; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SHADER_CONTROLS_2, vShaderControls2, 1 ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderFogParams( PSREG_FOG_PARAMS ); if ( bHasFlashlight ) { CBCmdSetPixelShaderFlashlightState_t state; state.m_LightSampler = SHADER_SAMPLER6; state.m_DepthSampler = SHADER_SAMPLER4; state.m_ShadowNoiseSampler = SHADER_SAMPLER5; state.m_nColorConstant = PSREG_FLASHLIGHT_COLOR; state.m_nAttenConstant = PSREG_FLASHLIGHT_ATTENUATION; state.m_nOriginConstant = PSREG_FLASHLIGHT_POSITION_RIM_BOOST; state.m_nDepthTweakConstant = bHasSinglePassFlashlight ? 43 : PSREG_ENVMAP_TINT__SHADOW_TWEAKS; // NOTE: Reg 43 not available on < ps3.0! state.m_nScreenScaleConstant = PSREG_FLASHLIGHT_SCREEN_SCALE; state.m_nWorldToTextureConstant = PSREG_FLASHLIGHT_TO_WORLD_TEXTURE; state.m_bFlashlightNoLambert = false; state.m_bSinglePassFlashlight = bHasSinglePassFlashlight; pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state ); if ( !IsX360() && ( g_pHardwareConfig->GetDXSupportLevel() > 92 ) ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderUberLightState( PSREG_UBERLIGHT_SMOOTH_EDGE_0, PSREG_UBERLIGHT_SMOOTH_EDGE_1, PSREG_UBERLIGHT_SMOOTH_EDGE_OOW, PSREG_UBERLIGHT_SHEAR_ROUND, PSREG_UBERLIGHT_AABB, PSREG_UBERLIGHT_WORLD_TO_LIGHT ); } } // Team color constant + sampler if( bHasTeamColorTexture ) { static const float kDefaultTeamColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; const float *vecTeamColor = IS_PARAM_DEFINED( info.m_nTeamColor ) ? params[info.m_nTeamColor]->GetVecValue() : kDefaultTeamColor; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_RIMPARAMS, vecTeamColor, 1 ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nTeamColorTexture, -1 ); } pContextData->m_SemiStaticCmdsOut.End(); } CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); // On PC, we sample from ambient occlusion texture if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() ) { ITexture *pAOTexture = pShaderAPI->GetTextureRenderingParameter( TEXTURE_RENDERPARM_AMBIENT_OCCLUSION ); if ( pAOTexture ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, pAOTexture, 0 ); } else { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_WHITE ); } } bool bFlashlightShadows = false; bool bUberlight = false; float flAmbientOcclusionStrength = ( info.m_nAmbientOcclusion == -1 ) ? 0.0f : params[info.m_nAmbientOcclusion]->GetFloatValue(); if ( bHasFlashlight ) { pShaderAPI->GetFlashlightShaderInfo( &bFlashlightShadows, &bUberlight ); flAmbientOcclusionStrength *= pShaderAPI->GetFlashlightAmbientOcclusion(); } float vEyePos_AmbientOcclusion[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_AmbientOcclusion ); vEyePos_AmbientOcclusion[3] = clamp( flAmbientOcclusionStrength, 0.0f, 1.0f ); DynamicCmdsOut.SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_AmbientOcclusion, 1 ); MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int numBones = pShaderAPI->GetCurrentNumBones(); bool bWriteDepthToAlpha = false; bool bWriteWaterFogToAlpha = false; if( bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } LightState_t lightState = { 0, false, false }; if( !bHasFlashlightOnly ) { pShaderAPI->GetDX9LightState( &lightState ); } if ( bHasFoW ) { if( bFOWValidTexture ) pShader->BindTexture( SHADER_SAMPLER9, info.m_nFoW, -1 ); else pShaderAPI->BindStandardTexture( SHADER_SAMPLER9, TEXTURE_WHITE ); float vFoWSize[ 4 ]; Vector vMins = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MINS ); Vector vMaxs = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MAXS ); vFoWSize[ 0 ] = vMins.x; vFoWSize[ 1 ] = vMins.y; vFoWSize[ 2 ] = vMaxs.x - vMins.x; vFoWSize[ 3 ] = vMaxs.y - vMins.y; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, vFoWSize ); } if( bDeferredActive ) { pShader->BindTexture( SHADER_SAMPLER10, GetDeferredExt()->GetTexture_LightAccum() ); pShader->BindTexture( SHADER_SAMPLER11, GetDeferredExt()->GetTexture_LightAccum2() ); int x, y, w, t; pShaderAPI->GetCurrentViewport( x, y, w, t ); float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 }; pShaderAPI->SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_0, fl1 ); } pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); int nLightingPreviewMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && IsPC() ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir ); float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vEyeDir ); } TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode(); if ( nTessellationMode != TESSELLATION_MODE_DISABLED && g_pHardwareConfig->HasFastVertexTextures() ) { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES ); float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, bHasDisplacementWrinkles && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, vSubDDimensions ); if( bHasDisplacement ) { pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap ); } else { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, TEXTURE_BLACK ); } // Currently, tessellation is mutually exclusive with any kind of GPU-side skinning, morphing or vertex compression Assert( !pShaderAPI->IsHWMorphingEnabled() ); Assert( numBones == 0 ); Assert( vertexCompression == 0); } else { nTessellationMode = TESSELLATION_MODE_DISABLED; } DECLARE_DYNAMIC_VERTEX_SHADER( phong_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0) && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode ); SET_DYNAMIC_VERTEX_SHADER( phong_vs30 ); if( bDeferredActive ) { DECLARE_DYNAMIC_PIXEL_SHADER( phong_deferred_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nLightingPreviewMode ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, nLightingPreviewMode ? false : bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nLightingPreviewMode ? false : bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight ); SET_DYNAMIC_PIXEL_SHADER( phong_deferred_ps30 ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( phong_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nLightingPreviewMode ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, nLightingPreviewMode ? false : bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nLightingPreviewMode ? false : bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight ); SET_DYNAMIC_PIXEL_SHADER( phong_ps30 ); } bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); // Set constant to enable translation of VPOS to render target coordinates in ps_3_0 pShaderAPI->SetScreenSizeForVPOS(); DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); }
//----------------------------------------------------------------------------- // Purpose: Apply joystick to CUserCmd creation // Input : frametime - // *cmd - //----------------------------------------------------------------------------- void CInput::JoyStickMove( float frametime, CUserCmd *cmd ) { // complete initialization if first time in ( needed as cvars are not available at initialization time ) if ( !m_fJoystickAdvancedInit ) { Joystick_Advanced(); m_fJoystickAdvancedInit = true; } // verify joystick is available and that the user wants to use it if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() ) return; // Skip out if vgui is active if ( vgui::surface()->IsCursorVisible() ) return; if ( m_flRemainingJoystickSampleTime <= 0 ) return; frametime = min(m_flRemainingJoystickSampleTime, frametime); m_flRemainingJoystickSampleTime -= frametime; QAngle viewangles; // Get starting angles engine->GetViewAngles( viewangles ); struct axis_t { float value; int controlType; }; axis_t gameAxes[ MAX_GAME_AXES ]; memset( &gameAxes, 0, sizeof(gameAxes) ); // Get each joystick axis value, and normalize the range for ( int i = 0; i < MAX_JOYSTICK_AXES; ++i ) { if ( GAME_AXIS_NONE == m_rgAxes[i].AxisMap ) continue; float fAxisValue = inputsystem->GetAnalogValue( (AnalogCode_t)JOYSTICK_AXIS( 0, i ) ); if (joy_wwhack2.GetInt() != 0 ) { // this is a special formula for the Logitech WingMan Warrior // y=ax^b; where a = 300 and b = 1.3 // also x values are in increments of 800 (so this is factored out) // then bounds check result to level out excessively high spin rates float fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3); if (fTemp > 14000.0) fTemp = 14000.0; // restore direction information fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp; } unsigned int idx = m_rgAxes[i].AxisMap; gameAxes[idx].value = fAxisValue; gameAxes[idx].controlType = m_rgAxes[i].ControlMap; } // Re-map the axis values if necessary, based on the joystick configuration if ( (joy_advanced.GetInt() == 0) && (in_jlook.state & 1) ) { // user wants forward control to become pitch control gameAxes[GAME_AXIS_PITCH] = gameAxes[GAME_AXIS_FORWARD]; gameAxes[GAME_AXIS_FORWARD].value = 0; // if mouse invert is on, invert the joystick pitch value // Note: only absolute control support here - joy_advanced = 0 if ( m_pitch->GetFloat() < 0.0 ) { gameAxes[GAME_AXIS_PITCH].value *= -1; } } if ( (in_strafe.state & 1) || lookstrafe.GetFloat() && (in_jlook.state & 1) ) { // user wants yaw control to become side control gameAxes[GAME_AXIS_SIDE] = gameAxes[GAME_AXIS_YAW]; gameAxes[GAME_AXIS_YAW].value = 0; } float forward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() ); float side = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() ); float pitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() ); float yaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() ); // If we're inverting our joystick, do so if ( joy_inverty.GetBool() ) { pitch *= -1.0f; } // drive yaw, pitch and move like a screen relative platformer game if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( forward || side ) { // apply turn control [ YAW ] // factor in the camera offset, so that the move direction is relative to the thirdperson camera viewangles[ YAW ] = RAD2DEG(atan2(-side, -forward)) + m_vecCameraOffset[ YAW ]; engine->SetViewAngles( viewangles ); // apply movement Vector2D moveDir( forward, side ); cmd->forwardmove += moveDir.Length() * cl_forwardspeed.GetFloat(); } if ( pitch || yaw ) { // look around with the camera m_vecCameraOffset[ PITCH ] += pitch * joy_pitchsensitivity.GetFloat(); m_vecCameraOffset[ YAW ] += yaw * joy_yawsensitivity.GetFloat(); } if ( forward || side || pitch || yaw ) { // update the ideal pitch and yaw cam_idealpitch.SetValue( m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] ); cam_idealyaw.SetValue( m_vecCameraOffset[ YAW ] - viewangles[ YAW ] ); } return; } float joySideMove = 0.f; float joyForwardMove = 0.f; float aspeed = frametime * gHUD.GetFOVSensitivityAdjust(); // apply forward and side control C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); int iResponseCurve = 0; if ( pLocalPlayer && pLocalPlayer->IsInAVehicle() ) { iResponseCurve = pLocalPlayer->GetVehicle() ? pLocalPlayer->GetVehicle()->GetJoystickResponseCurve() : joy_response_move_vehicle.GetInt(); } else { iResponseCurve = joy_response_move.GetInt(); } float val = ResponseCurve( iResponseCurve, forward, PITCH, joy_forwardsensitivity.GetFloat() ); joyForwardMove += val * cl_forwardspeed.GetFloat(); val = ResponseCurve( iResponseCurve, side, YAW, joy_sidesensitivity.GetFloat() ); joySideMove += val * cl_sidespeed.GetFloat(); Vector2D move( yaw, pitch ); float dist = move.Length(); // apply turn control float angle = 0.f; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_YAW].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), yaw, YAW, pitch, dist, frametime ); angle = fAxisValue * joy_yawsensitivity.GetFloat() * aspeed * cl_yawspeed.GetFloat(); } else { angle = yaw * joy_yawsensitivity.GetFloat() * aspeed * 180.0; } viewangles[YAW] += angle; cmd->mousedx = angle; // apply look control if ( IsX360() || in_jlook.state & 1 ) { float angle = 0; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), pitch, PITCH, yaw, dist, frametime ); angle = fAxisValue * joy_pitchsensitivity.GetFloat() * aspeed * cl_pitchspeed.GetFloat(); } else { angle = pitch * joy_pitchsensitivity.GetFloat() * aspeed * 180.0; } viewangles[PITCH] += angle; cmd->mousedy = angle; view->StopPitchDrift(); if( pitch == 0.f && lookspring.GetFloat() == 0.f ) { // no pitch movement // disable pitch return-to-center unless requested by user // *** this code can be removed when the lookspring bug is fixed // *** the bug always has the lookspring feature on view->StopPitchDrift(); } } // apply player motion relative to screen space if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() ) { float ideal_yaw = cam_idealyaw.GetFloat(); float ideal_sin = sin(DEG2RAD(ideal_yaw)); float ideal_cos = cos(DEG2RAD(ideal_yaw)); float side_movement = ideal_cos*joySideMove - ideal_sin*joyForwardMove; float forward_movement = ideal_cos*joyForwardMove + ideal_sin*joySideMove; cmd->forwardmove += forward_movement; cmd->sidemove += side_movement; } else { cmd->forwardmove += joyForwardMove; cmd->sidemove += joySideMove; } if ( IsPC() ) { CCommand tmp; if ( FloatMakePositive(joyForwardMove) >= joy_autosprint.GetFloat() || FloatMakePositive(joySideMove) >= joy_autosprint.GetFloat() ) { KeyDown( &in_joyspeed, NULL ); } else { KeyUp( &in_joyspeed, NULL ); } } // Bound pitch viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() ); engine->SetViewAngles( viewangles ); }
void FileWeaponInfo_t::Parse( KeyValues *pKeyValuesData, const char *szWeaponName ) { // Okay, we tried at least once to look this up... bParsedScript = true; // Classname Q_strncpy( szClassName, szWeaponName, MAX_WEAPON_STRING ); // Printable name Q_strncpy( szPrintName, pKeyValuesData->GetString( "printname", WEAPON_PRINTNAME_MISSING ), MAX_WEAPON_STRING ); // View model & world model Q_strncpy( szViewModel, pKeyValuesData->GetString( "viewmodel" ), MAX_WEAPON_STRING ); Q_strncpy( szWorldModel, pKeyValuesData->GetString( "playermodel" ), MAX_WEAPON_STRING ); Q_strncpy( szAnimationPrefix, pKeyValuesData->GetString( "anim_prefix" ), MAX_WEAPON_PREFIX ); Q_strncpy( szWeaponType, pKeyValuesData->GetString("weapon_type"), MAX_WEAPON_STRING ); iSlot = pKeyValuesData->GetInt( "bucket", 0 ); iPosition = pKeyValuesData->GetInt( "bucket_position", 0 ); // Use the console (X360) buckets if hud_fastswitch is set to 2. #ifdef CLIENT_DLL if ( hud_fastswitch.GetInt() == 2 ) #else if ( IsX360() ) #endif { iSlot = pKeyValuesData->GetInt( "bucket_360", iSlot ); iPosition = pKeyValuesData->GetInt( "bucket_position_360", iPosition ); } iMaxClip1 = pKeyValuesData->GetInt( "clip_size", WEAPON_NOCLIP ); // Max primary clips gun can hold (assume they don't use clips by default) iMaxClip2 = pKeyValuesData->GetInt( "clip2_size", WEAPON_NOCLIP ); // Max secondary clips gun can hold (assume they don't use clips by default) iDefaultClip1 = pKeyValuesData->GetInt( "default_clip", iMaxClip1 ); // amount of primary ammo placed in the primary clip when it's picked up iDefaultClip2 = pKeyValuesData->GetInt( "default_clip2", iMaxClip2 ); // amount of secondary ammo placed in the secondary clip when it's picked up iWeight = pKeyValuesData->GetInt( "weight", 0 ); iRumbleEffect = pKeyValuesData->GetInt( "rumble", -1 ); // LAME old way to specify item flags. // Weapon scripts should use the flag names. iFlags = pKeyValuesData->GetInt( "item_flags", ITEM_FLAG_LIMITINWORLD ); for ( int i=0; i < ARRAYSIZE( g_ItemFlags ); i++ ) { int iVal = pKeyValuesData->GetInt( g_ItemFlags[i].m_pFlagName, -1 ); if ( iVal == 0 ) { iFlags &= ~g_ItemFlags[i].m_iFlagValue; } else if ( iVal == 1 ) { iFlags |= g_ItemFlags[i].m_iFlagValue; } } bShowUsageHint = ( pKeyValuesData->GetInt( "showusagehint", 0 ) != 0 ) ? true : false; bAutoSwitchTo = ( pKeyValuesData->GetInt( "autoswitchto", 1 ) != 0 ) ? true : false; bAutoSwitchFrom = ( pKeyValuesData->GetInt( "autoswitchfrom", 1 ) != 0 ) ? true : false; m_bBuiltRightHanded = ( pKeyValuesData->GetInt( "BuiltRightHanded", 1 ) != 0 ) ? true : false; m_bAllowFlipping = ( pKeyValuesData->GetInt( "AllowFlipping", 1 ) != 0 ) ? true : false; m_bMeleeWeapon = ( pKeyValuesData->GetInt( "MeleeWeapon", 0 ) != 0 ) ? true : false; m_bUseMagStyleReloads = (pKeyValuesData->GetInt("MagazineStyledReloads", 0) != 0) ? true : false; m_bUseMuzzleSmoke = (pKeyValuesData->GetInt("UseMuzzleSmoke", 0) != 0) ? true : false; m_bUseIronsight = (pKeyValuesData->GetInt("useironsights", 1) != 0) ? true : false; m_bLowerWeapon = (pKeyValuesData->GetInt("LowerWeapon", 1) != 0) ? true : false; m_bUseIronsightCrosshair = (pKeyValuesData->GetInt("useironsightcrosshair", 1) != 0) ? true : false; #if defined(_DEBUG) && defined(HL2_CLIENT_DLL) // make sure two weapons aren't in the same slot & position if ( iSlot >= MAX_WEAPON_SLOTS || iPosition >= MAX_WEAPON_POSITIONS ) { Warning( "Invalid weapon slot or position [slot %d/%d max], pos[%d/%d max]\n", iSlot, MAX_WEAPON_SLOTS - 1, iPosition, MAX_WEAPON_POSITIONS - 1 ); } else { if (g_bUsedWeaponSlots[iSlot][iPosition]) { Warning( "Duplicately assigned weapon slots in selection hud: %s (%d, %d)\n", szPrintName, iSlot, iPosition ); } g_bUsedWeaponSlots[iSlot][iPosition] = true; } #endif // Primary ammo used cAmmoType = pKeyValuesData->GetString("primary_ammo", "None"); if (strcmp("None", cAmmoType) == 0) Q_strncpy( szAmmo1, "", sizeof( szAmmo1 ) ); else Q_strncpy(szAmmo1, cAmmoType, sizeof(szAmmo1)); iAmmoType = GetAmmoDef()->Index( szAmmo1 ); // Secondary ammo used cAmmo2Type = pKeyValuesData->GetString("secondary_ammo", "None"); if (strcmp("None", cAmmo2Type) == 0) Q_strncpy( szAmmo2, "", sizeof( szAmmo2 ) ); else Q_strncpy(szAmmo2, cAmmo2Type, sizeof(szAmmo2)); iAmmo2Type = GetAmmoDef()->Index( szAmmo2 ); //ironsights KeyValues *pSights = pKeyValuesData->FindKey("IronSight"); if (pSights) { vecIronsightPosOffset.x = pSights->GetFloat("forward", 0.0f); vecIronsightPosOffset.y = pSights->GetFloat("right", 0.0f); vecIronsightPosOffset.z = pSights->GetFloat("up", 0.0f); angIronsightAngOffset[PITCH] = pSights->GetFloat("pitch", 0.0f); angIronsightAngOffset[YAW] = pSights->GetFloat("yaw", 0.0f); angIronsightAngOffset[ROLL] = pSights->GetFloat("roll", 0.0f); flIronsightFOVOffset = pSights->GetFloat("fov", 0.0f); } else { //m_bUseIronsight = false; vecIronsightPosOffset = vec3_origin; angIronsightAngOffset.Init(); } //Adjust KeyValues *pAdjust = pKeyValuesData->FindKey("Adjust"); if (pAdjust) { vecAdjustPosOffset.x = pAdjust->GetFloat("forward", 0.0f); vecAdjustPosOffset.y = pAdjust->GetFloat("right", 0.0f); vecAdjustPosOffset.z = pAdjust->GetFloat("up", 0.0f); angAdjustAngOffset[PITCH] = pAdjust->GetFloat("pitch", 0.0f); angAdjustAngOffset[YAW] = pAdjust->GetFloat("yaw", 0.0f); angAdjustAngOffset[ROLL] = pAdjust->GetFloat("roll", 0.0f); } else { vecAdjustPosOffset = vec3_origin; angAdjustAngOffset.Init(); } KeyValues *pWeaponSpec = pKeyValuesData->FindKey("WeaponSpec"); if (pWeaponSpec) { KeyValues *pWeaponOptions = pWeaponSpec->FindKey("WeaponOptions"); if (pWeaponOptions) { m_sWeaponOptions = true; m_sCanReloadSingly = (pWeaponOptions->GetInt("CanReloadSingly", 1) != 0) ? true : false; m_sDualWeapons = (pWeaponOptions->GetInt("DualWeapons", 1) != 0) ? true : false; m_sCustomMelee = (pWeaponOptions->GetInt("IsMelee", 1) != 0) ? true : false; m_sCustomMeleeSecondary = (pWeaponOptions->GetInt("SecondaryCanMelee", 1) != 0) ? true : false; } else { m_sWeaponOptions = false; } KeyValues *pPrimaryFire = pWeaponSpec->FindKey("PrimaryFire"); if (pPrimaryFire) { m_sHasPrimaryFire = true; m_sPrimaryFireRate = pPrimaryFire->GetFloat("FireRate", 1.0f); m_sPrimaryIronsightFireRate = pPrimaryFire->GetFloat("IronsightFireRate", m_sPrimaryFireRate); m_sPrimaryZoomFireRate = pPrimaryFire->GetFloat("ZoomFireRate", m_sPrimaryFireRate); m_sPrimaryInfiniteAmmoEnabled = (pPrimaryFire->GetInt("InfiniteAmmo", 1) != 0) ? true : false; m_sPrimaryMinRange = pPrimaryFire->GetInt("MinRange", 0); m_sPrimaryMinRange = pPrimaryFire->GetInt("MaxRange", 0); m_sCanPrimaryFireUnderwater = (pPrimaryFire->GetInt("CanFireUnderwater", 1) != 0) ? true : false; m_sFireBothOnPrimary = (pWeaponOptions->GetInt("FireBothGuns", 1) != 0) ? true : false; KeyValues *pBullet1 = pPrimaryFire->FindKey("Bullet"); if (pBullet1) { m_sPrimaryBulletEnabled = true; m_sPrimaryDamage = pBullet1->GetFloat("Damage", 0); m_sPrimaryShotCount = pBullet1->GetInt("ShotCount", 0); KeyValues *pSpread1 = pBullet1->FindKey("Spread"); if (pSpread1) { m_vPrimarySpread.x = sin((pSpread1->GetFloat("x", 0.0f) / 2.0f)); m_vPrimarySpread.y = sin((pSpread1->GetFloat("y", 0.0f) / 2.0f)); m_vPrimarySpread.z = sin((pSpread1->GetFloat("z", 0.0f) / 2.0f)); } else { m_vPrimarySpread.x = 0.0f; m_vPrimarySpread.y = 0.0f; m_vPrimarySpread.z = 0.0f; } KeyValues *pIronsightSpread1 = pBullet1->FindKey("IronsightSpread"); if (pIronsightSpread1) { m_vPrimaryIronsightSpread.x = sin((pIronsightSpread1->GetFloat("x", 0.0f) / 2.0f)); m_vPrimaryIronsightSpread.y = sin((pIronsightSpread1->GetFloat("y", 0.0f) / 2.0f)); m_vPrimaryIronsightSpread.z = sin((pIronsightSpread1->GetFloat("z", 0.0f) / 2.0f)); } else { m_vPrimaryIronsightSpread.x = m_vPrimarySpread.x; m_vPrimaryIronsightSpread.y = m_vPrimarySpread.y; m_vPrimaryIronsightSpread.z = m_vPrimarySpread.z; } KeyValues *pZoomSpread1 = pBullet1->FindKey("ZoomSpread"); if (pZoomSpread1) { m_vPrimaryZoomSpread.x = sin((pZoomSpread1->GetFloat("x", 0.0f) / 2.0f)); m_vPrimaryZoomSpread.y = sin((pZoomSpread1->GetFloat("y", 0.0f) / 2.0f)); m_vPrimaryZoomSpread.z = sin((pZoomSpread1->GetFloat("z", 0.0f) / 2.0f)); } else { m_vPrimaryZoomSpread.x = m_vPrimarySpread.x; m_vPrimaryZoomSpread.y = m_vPrimarySpread.y; m_vPrimaryZoomSpread.z = m_vPrimarySpread.z; } } else { m_sPrimaryDamage = 0.0f; m_sPrimaryShotCount = 0; m_sPrimaryBulletEnabled = false; } KeyValues *pMissle1 = pPrimaryFire->FindKey("Missle"); if (pMissle1) //No params yet, but setting this will enable missles { m_sPrimaryMissleEnabled = true; m_sPrimaryHasRecoilRPGMissle = (pMissle1->GetInt("UseRecoil", 1) != 0) ? true : false; } else { m_sPrimaryMissleEnabled = false; } KeyValues *pSMGGrenade1 = pPrimaryFire->FindKey("SMGGrenade"); if (pSMGGrenade1) //No params yet, but setting this will enable missles { m_sPrimarySMGGrenadeEnabled = true; m_sSMGGrenadePrimaryDamage = pSMGGrenade1->GetFloat("Damage", 0); m_sPrimaryHasRecoilSMGGrenade = (pSMGGrenade1->GetInt("UseRecoil", 1) != 0) ? true : false; } else { m_sPrimarySMGGrenadeEnabled = false; m_sSMGGrenadePrimaryDamage = 0.0; } KeyValues *pAR2EnergyBall1 = pPrimaryFire->FindKey("AR2EnergyBall"); if (pAR2EnergyBall1) //No params yet, but setting this will enable missles { m_sPrimaryAR2EnergyBallEnabled = true; m_sPrimaryCombineBallRadius = pAR2EnergyBall1->GetFloat("Radius", 0); m_sPrimaryCombineBallMass = pAR2EnergyBall1->GetFloat("Mass", 0); m_sPrimaryCombineBallDuration = pAR2EnergyBall1->GetFloat("Duration", 0); } else { m_sPrimaryAR2EnergyBallEnabled = false; m_sPrimaryCombineBallRadius = 0.0; m_sPrimaryCombineBallMass = 0.0; m_sPrimaryCombineBallDuration = 0.0; } KeyValues *pRecoil1 = pPrimaryFire->FindKey("Recoil"); if (pRecoil1) //No params yet, but setting this will enable missles { m_sPrimaryRecoilEasyDampen = pRecoil1->GetFloat("EasyDampen", 0); m_sPrimaryRecoilDegrees = pRecoil1->GetFloat("Degrees", 0); m_sPrimaryRecoilSeconds = pRecoil1->GetFloat("Seconds", 0); } else { m_sPrimaryRecoilEasyDampen = 0.0; m_sPrimaryRecoilDegrees = 0.0; m_sPrimaryRecoilSeconds = 0.0; } } else { m_sHasPrimaryFire = false; } KeyValues *pSecondaryFire = pWeaponSpec->FindKey("SecondaryFire"); if (pSecondaryFire) { m_sHasSecondaryFire = true; m_sSecondaryFireRate = pSecondaryFire->GetFloat("FireRate", 1.0f); m_sSecondaryIronsightFireRate = pSecondaryFire->GetFloat("IronsightFireRate", m_sSecondaryFireRate); m_sSecondaryZoomFireRate = pSecondaryFire->GetFloat("ZoomFireRate", m_sSecondaryFireRate); m_sUsePrimaryAmmo = (pSecondaryFire->GetInt("UsePrimaryAmmo", 0) != 0) ? true : false; m_sSecondaryInfiniteAmmoEnabled = (pSecondaryFire->GetInt("InfiniteAmmo", 1) != 0) ? true : false; m_sSecondaryMinRange = pSecondaryFire->GetInt("MinRange", 0); m_sSecondaryMinRange = pSecondaryFire->GetInt("MaxRange", 0); m_sCanSecondaryFireUnderwater = (pSecondaryFire->GetInt("CanFireUnderwater", 1) != 0) ? true : false; m_sFireBothOnSecondary = (pWeaponOptions->GetInt("FireBothGuns", 1) != 0) ? true : false; KeyValues *pBullet2 = pSecondaryFire->FindKey("Bullet"); if (pBullet2) { m_sSecondaryBulletEnabled = true; m_sSecondaryDamage = pBullet2->GetFloat("Damage", 0); m_sSecondaryShotCount = pBullet2->GetInt("ShotCount", 0); KeyValues *pSpread2 = pBullet2->FindKey("Spread"); if (pSpread2) { m_vSecondarySpread.x = sin(pSpread2->GetFloat("x", 0.0f) / 2.0f); m_vSecondarySpread.y = sin(pSpread2->GetFloat("y", 0.0f) / 2.0f); m_vSecondarySpread.z = sin(pSpread2->GetFloat("z", 0.0f) / 2.0f); } else { m_vSecondarySpread.x = 0.0f; m_vSecondarySpread.y = 0.0f; m_vSecondarySpread.z = 0.0f; } KeyValues *pIronsightSpread2 = pBullet2->FindKey("IronsightSpread"); if (pIronsightSpread2) { m_vSecondaryIronsightSpread.x = sin((pIronsightSpread2->GetFloat("x", 0.0f) / 2.0f)); m_vSecondaryIronsightSpread.y = sin((pIronsightSpread2->GetFloat("y", 0.0f) / 2.0f)); m_vSecondaryIronsightSpread.z = sin((pIronsightSpread2->GetFloat("z", 0.0f) / 2.0f)); } else { m_vSecondaryIronsightSpread.x = m_vSecondarySpread.x; m_vSecondaryIronsightSpread.y = m_vSecondarySpread.y; m_vSecondaryIronsightSpread.z = m_vSecondarySpread.z; } KeyValues *pZoomSpread2 = pBullet2->FindKey("ZoomSpread"); if (pZoomSpread2) { m_vSecondaryZoomSpread.x = sin((pZoomSpread2->GetFloat("x", 0.0f) / 2.0f)); m_vSecondaryZoomSpread.y = sin((pZoomSpread2->GetFloat("y", 0.0f) / 2.0f)); m_vSecondaryZoomSpread.z = sin((pZoomSpread2->GetFloat("z", 0.0f) / 2.0f)); } else { m_vSecondaryZoomSpread.x = m_vSecondarySpread.x; m_vSecondaryZoomSpread.y = m_vSecondarySpread.y; m_vSecondaryZoomSpread.z = m_vSecondarySpread.z; } } else { m_sSecondaryDamage = 0.0f; m_sSecondaryShotCount = 0; m_sSecondaryBulletEnabled = false; } KeyValues *pMissle2 = pSecondaryFire->FindKey("Missle"); if (pMissle2) //No params yet, but setting this will enable missles { m_sSecondaryMissleEnabled = true; m_sSecondaryHasRecoilRPGMissle = (pMissle2->GetInt("UseRecoil", 1) != 0) ? true : false; } else { m_sSecondaryMissleEnabled = false; } KeyValues *pSMGGrenade2 = pSecondaryFire->FindKey("SMGGrenade"); if (pSMGGrenade2) //No params yet, but setting this will enable missles { m_sSecondarySMGGrenadeEnabled = true; m_sSMGGrenadeSecondaryDamage = pSMGGrenade2->GetFloat("Damage", 0); m_sSecondaryHasRecoilSMGGrenade = (pSMGGrenade2->GetInt("UseRecoil", 1) != 0) ? true : false; } else { m_sSecondarySMGGrenadeEnabled = false; m_sSMGGrenadeSecondaryDamage = 0.0; } KeyValues *pAR2EnergyBall2 = pSecondaryFire->FindKey("AR2EnergyBall"); if (pAR2EnergyBall2) //No params yet, but setting this will enable missles { m_sSecondaryAR2EnergyBallEnabled = true; m_sSecondaryCombineBallRadius = pAR2EnergyBall2->GetFloat("Radius", 0); m_sSecondaryCombineBallMass = pAR2EnergyBall2->GetFloat("Mass", 0); m_sSecondaryCombineBallDuration = pAR2EnergyBall2->GetFloat("Duration", 0); } else { m_sSecondaryAR2EnergyBallEnabled = false; m_sSecondaryCombineBallRadius = 0.0; m_sSecondaryCombineBallMass = 0.0; m_sSecondaryCombineBallDuration = 0.0; } KeyValues *pRecoil2 = pSecondaryFire->FindKey("Recoil"); if (pRecoil2) //No params yet, but setting this will enable missles { m_sSecondaryRecoilEasyDampen = pRecoil2->GetFloat("EasyDampen", 0); m_sSecondaryRecoilDegrees = pRecoil2->GetFloat("Degrees", 0); m_sSecondaryRecoilSeconds = pRecoil2->GetFloat("Seconds", 0); } else { m_sSecondaryRecoilEasyDampen = 0.0; m_sSecondaryRecoilDegrees = 0.0; m_sSecondaryRecoilSeconds = 0.0; } } else { m_sHasSecondaryFire = false; } KeyValues *pMeleeOptions = pWeaponSpec->FindKey("Melee"); if (pMeleeOptions) { m_sHasMeleeOptions = true; m_sMeleeDamage = pMeleeOptions->GetFloat("Damage", 0); m_sMeleeRange = pMeleeOptions->GetFloat("Range", 0); KeyValues *pRecoilM = pMeleeOptions->FindKey("Kick"); if (pRecoilM) //No params yet, but setting this will enable missles { m_sMeleeKickEasyDampen = pRecoilM->GetFloat("EasyDampen", 0); m_sMeleeKickDegrees = pRecoilM->GetFloat("Degrees", 0); m_sMeleeKickSeconds = pRecoilM->GetFloat("Seconds", 0); } else { m_sMeleeKickEasyDampen = 0.0; m_sMeleeKickDegrees = 0.0; m_sMeleeKickSeconds = 0.0; } } else { m_sHasMeleeOptions = false; } KeyValues *pZoom = pWeaponSpec->FindKey("Zoom"); if (pZoom) { m_sUsesZoom = true; m_sUseZoomOnPrimaryFire = (pZoom->GetInt("UseOnPrimaryFire", 1) != 0) ? true : false; m_sUsesZoomSound = (pZoom->GetInt("UsesSound", 1) != 0) ? true : false; m_sUsesZoomColor = (pZoom->GetInt("UsesColor", 1) != 0) ? true : false; KeyValues *pZoomColor = pZoom->FindKey("ZoomColor"); { if (pZoomColor) { m_sZoomColorRed = pZoomColor->GetInt("Red", 0); m_sZoomColorGreen = pZoomColor->GetInt("Green", 0); m_sZoomColorBlue = pZoomColor->GetInt("Blue", 0); m_sZoomColorAlpha = pZoomColor->GetInt("Alpha", 0); } } } else { m_sUsesZoom = false; } KeyValues *pCustomization = pWeaponSpec->FindKey("Customization"); if (pCustomization) { m_sUsesCustomization = true; m_sWeaponSkin = pCustomization->GetInt("Skin", 0); KeyValues *pBodygroup1 = pWeaponSpec->FindKey("Bodygroup1"); { if (pBodygroup1) { m_sBodygroup1 = pBodygroup1->GetInt("Bodygroup", 0); m_sSubgroup1 = pBodygroup1->GetInt("Subgroup", 0); } } KeyValues *pBodygroup2 = pWeaponSpec->FindKey("Bodygroup2"); { if (pBodygroup2) { m_sBodygroup2 = pBodygroup2->GetInt("Bodygroup", 0); m_sSubgroup2 = pBodygroup2->GetInt("Subgroup", 0); } } KeyValues *pBodygroup3 = pWeaponSpec->FindKey("Bodygroup3"); { if (pBodygroup3) { m_sBodygroup3 = pBodygroup3->GetInt("Bodygroup", 0); m_sSubgroup3 = pBodygroup3->GetInt("Subgroup", 0); } } KeyValues *pBodygroup4 = pWeaponSpec->FindKey("Bodygroup4"); { if (pBodygroup4) { m_sBodygroup4 = pBodygroup4->GetInt("Bodygroup", 0); m_sSubgroup4 = pBodygroup4->GetInt("Subgroup", 0); } } KeyValues *pBodygroup5 = pWeaponSpec->FindKey("Bodygroup5"); { if (pBodygroup5) { m_sBodygroup5 = pBodygroup5->GetInt("Bodygroup", 0); m_sSubgroup5 = pBodygroup5->GetInt("Subgroup", 0); } } KeyValues *pBodygroup6 = pWeaponSpec->FindKey("Bodygroup6"); { if (pBodygroup6) { m_sBodygroup6 = pBodygroup6->GetInt("Bodygroup", 0); m_sSubgroup6 = pBodygroup6->GetInt("Subgroup", 0); } } } else { m_sUsesCustomization = false; } } // Now read the weapon sounds memset( aShootSounds, 0, sizeof( aShootSounds ) ); KeyValues *pSoundData = pKeyValuesData->FindKey( "SoundData" ); if ( pSoundData ) { for ( int i = EMPTY; i < NUM_SHOOT_SOUND_TYPES; i++ ) { const char *soundname = pSoundData->GetString( pWeaponSoundCategories[i] ); if ( soundname && soundname[0] ) { Q_strncpy( aShootSounds[i], soundname, MAX_WEAPON_STRING ); } } } }
//========================================================= //========================================================= bool C_GameInstructor::ReadSaveData() { // for external playtests, don't ever read in persisted instructor state, always start fresh if ( CommandLine()->FindParm( "-playtest" ) ) return true; if ( m_bHasLoadedSaveData ) return true; // Always reset state first in case storage device // was declined or ends up in faulty state ResetDisplaysAndSuccesses(); m_bHasLoadedSaveData = true; #ifdef _X360 DevMsg( "Read Game Instructor for splitscreen slot %d\n", m_nSplitScreenSlot ); if ( m_nSplitScreenSlot < 0 ) return false; if ( m_nSplitScreenSlot >= (int) XBX_GetNumGameUsers() ) return false; int iController = XBX_GetUserId( m_nSplitScreenSlot ); if ( iController < 0 || XBX_GetUserIsGuest( iController ) ) { // Can't read data for guests return false; } DWORD nStorageDevice = XBX_GetStorageDeviceId( iController ); if ( !XBX_DescribeStorageDevice( nStorageDevice ) ) return false; #endif char szFilename[_MAX_PATH]; #ifdef _X360 if ( IsX360() ) { XBX_MakeStorageContainerRoot( iController, XBX_USER_SETTINGS_CONTAINER_DRIVE, szFilename, sizeof( szFilename ) ); int nLen = strlen( szFilename ); Q_snprintf( szFilename + nLen, sizeof( szFilename ) - nLen, ":\\game_instructor_counts.txt" ); } else #endif { Q_snprintf( szFilename, sizeof( szFilename ), "save/game_instructor_counts.txt" ); } KeyValues *data = new KeyValues( "Game Instructor Counts" ); KeyValues::AutoDelete autoDelete(data); if ( data->LoadFromFile( g_pFullFileSystem, szFilename, NULL ) ) { int nVersion = 0; for ( KeyValues *pKey = data->GetFirstSubKey(); pKey; pKey = pKey->GetNextTrueSubKey() ) { CBaseLesson *pLesson = GetLesson_Internal( pKey->GetName() ); if ( pLesson ) { pLesson->SetDisplayCount( pKey->GetInt( "display", 0 ) ); pLesson->SetSuccessCount( pKey->GetInt( "success", 0 ) ); if ( Q_strcmp( pKey->GetName(), "version number" ) == 0 ) { nVersion = pLesson->GetSuccessCount(); } } } CBaseLesson *pLessonVersionNumber = GetLesson_Internal( "version number" ); if ( pLessonVersionNumber && !pLessonVersionNumber->IsLearned() ) { ResetDisplaysAndSuccesses(); pLessonVersionNumber->SetSuccessCount( pLessonVersionNumber->GetSuccessLimit() ); m_bDirtySaveData = true; } return true; } // Couldn't read from the file return false; }
void C_SlideshowDisplay::BuildSlideShowImagesList( void ) { FileFindHandle_t matHandle; char szDirectory[_MAX_PATH]; char szMatFileName[_MAX_PATH] = {'\0'}; char szFileBuffer[ SLIDESHOW_LIST_BUFFER_MAX ]; char *pchCurrentLine = NULL; if ( IsX360() ) { Q_snprintf( szDirectory, sizeof( szDirectory ), "materials/vgui/%s/slides.txt", m_szSlideshowDirectory ); FileHandle_t fh = g_pFullFileSystem->Open( szDirectory, "rt" ); if ( !fh ) { DevWarning( "Couldn't read slideshow image file %s!", szDirectory ); return; } int iFileSize = MIN( g_pFullFileSystem->Size( fh ), SLIDESHOW_LIST_BUFFER_MAX ); int iBytesRead = g_pFullFileSystem->Read( szFileBuffer, iFileSize, fh ); g_pFullFileSystem->Close( fh ); // Ensure we don't write outside of our buffer if ( iBytesRead > iFileSize ) iBytesRead = iFileSize; szFileBuffer[ iBytesRead ] = '\0'; pchCurrentLine = szFileBuffer; // Seek to end of first line char *pchNextLine = pchCurrentLine; while ( *pchNextLine != '\0' && *pchNextLine != '\n' && *pchNextLine != ' ' ) ++pchNextLine; if ( *pchNextLine != '\0' ) { // Mark end of string *pchNextLine = '\0'; // Seek to start of next string ++pchNextLine; while ( *pchNextLine != '\0' && ( *pchNextLine == '\n' || *pchNextLine == ' ' ) ) ++pchNextLine; } Q_strncpy( szMatFileName, pchCurrentLine, sizeof(szMatFileName) ); pchCurrentLine = pchNextLine; } else { Q_snprintf( szDirectory, sizeof( szDirectory ), "materials/vgui/%s/*.vmt", m_szSlideshowDirectory ); const char *pMatFileName = g_pFullFileSystem->FindFirst( szDirectory, &matHandle ); if ( pMatFileName ) Q_strncpy( szMatFileName, pMatFileName, sizeof(szMatFileName) ); } int iSlideIndex = 0; while ( szMatFileName[ 0 ] ) { char szFileName[_MAX_PATH]; Q_snprintf( szFileName, sizeof( szFileName ), "vgui/%s/%s", m_szSlideshowDirectory, szMatFileName ); szFileName[ Q_strlen( szFileName ) - 4 ] = '\0'; int iMatIndex = ::GetMaterialIndex( szFileName ); // Get material keywords char szFullFileName[_MAX_PATH]; Q_snprintf( szFullFileName, sizeof( szFullFileName ), "materials/vgui/%s/%s", m_szSlideshowDirectory, szMatFileName ); KeyValues *pMaterialKeys = new KeyValues( "material" ); bool bLoaded = pMaterialKeys->LoadFromFile( g_pFullFileSystem, szFullFileName, NULL ); if ( bLoaded ) { char szKeywords[ 256 ]; Q_strcpy( szKeywords, pMaterialKeys->GetString( "%keywords", "" ) ); char *pchKeyword = szKeywords; while ( pchKeyword[ 0 ] != '\0' ) { char *pNextKeyword = pchKeyword; // Skip commas and spaces while ( pNextKeyword[ 0 ] != '\0' && pNextKeyword[ 0 ] != ',' ) ++pNextKeyword; if ( pNextKeyword[ 0 ] != '\0' ) { pNextKeyword[ 0 ] = '\0'; ++pNextKeyword; while ( pNextKeyword[ 0 ] != '\0' && ( pNextKeyword[ 0 ] == ',' || pNextKeyword[ 0 ] == ' ' ) ) ++pNextKeyword; } // Find the list with the current keyword int iList; for ( iList = 0; iList < m_SlideMaterialLists.Count(); ++iList ) { if ( Q_strcmp( m_SlideMaterialLists[ iList ]->szSlideKeyword, pchKeyword ) == 0 ) break; } if ( iList >= m_SlideMaterialLists.Count() ) { // Couldn't find the list, so create it iList = m_SlideMaterialLists.AddToTail( new SlideMaterialList_t ); Q_strcpy( m_SlideMaterialLists[ iList ]->szSlideKeyword, pchKeyword ); } // Add material index to this list m_SlideMaterialLists[ iList ]->iSlideMaterials.AddToTail( iMatIndex ); m_SlideMaterialLists[ iList ]->iSlideIndex.AddToTail( iSlideIndex ); pchKeyword = pNextKeyword; } } // Find the generic list int iList; for ( iList = 0; iList < m_SlideMaterialLists.Count(); ++iList ) { if ( Q_strcmp( m_SlideMaterialLists[ iList ]->szSlideKeyword, "" ) == 0 ) break; } if ( iList >= m_SlideMaterialLists.Count() ) { // Couldn't find the generic list, so create it iList = m_SlideMaterialLists.AddToHead( new SlideMaterialList_t ); Q_strcpy( m_SlideMaterialLists[ iList ]->szSlideKeyword, "" ); } // Add material index to this list m_SlideMaterialLists[ iList ]->iSlideMaterials.AddToTail( iMatIndex ); m_SlideMaterialLists[ iList ]->iSlideIndex.AddToTail( iSlideIndex ); if ( IsX360() ) { // Seek to end of first line char *pchNextLine = pchCurrentLine; while ( *pchNextLine != '\0' && *pchNextLine != '\n' && *pchNextLine != ' ' ) ++pchNextLine; if ( *pchNextLine != '\0' ) { // Mark end of string *pchNextLine = '\0'; // Seek to start of next string ++pchNextLine; while ( *pchNextLine != '\0' && ( *pchNextLine == '\n' || *pchNextLine == ' ' ) ) ++pchNextLine; } Q_strncpy( szMatFileName, pchCurrentLine, sizeof(szMatFileName) ); pchCurrentLine = pchNextLine; } else { const char *pMatFileName = g_pFullFileSystem->FindNext( matHandle ); if ( pMatFileName ) Q_strncpy( szMatFileName, pMatFileName, sizeof(szMatFileName) ); else szMatFileName[ 0 ] = '\0'; } ++iSlideIndex; } if ( !IsX360() ) { g_pFullFileSystem->FindClose( matHandle ); } }
//========================================================= //========================================================= bool C_GameInstructor::WriteSaveData() { if ( engine->IsPlayingDemo() ) return false; if ( !m_bDirtySaveData ) return true; #ifdef _X360 float flPlatTime = Plat_FloatTime(); static ConVarRef host_write_last_time( "host_write_last_time" ); if ( host_write_last_time.IsValid() ) { float flTimeSinceLastWrite = flPlatTime - host_write_last_time.GetFloat(); if ( flTimeSinceLastWrite < 3.5f ) { // Prevent writing to the same storage device twice in less than 3 second succession for TCR success! // This happens after leaving a game in splitscreen. //DevMsg( "Waiting to write Game Instructor for splitscreen slot %d... (%.1f seconds remain)\n", m_nSplitScreenSlot, 3.5f - flTimeSinceLastWrite ); return false; } } #endif // Always mark as clean state to avoid re-entry on // subsequent frames when storage device might be // in a yet-unmounted state. m_bDirtySaveData = false; #ifdef _X360 DevMsg( "Write Game Instructor for splitscreen slot %d at time: %.1f\n", m_nSplitScreenSlot, flPlatTime ); if ( m_nSplitScreenSlot < 0 ) return false; if ( m_nSplitScreenSlot >= (int) XBX_GetNumGameUsers() ) return false; int iController = XBX_GetUserId( m_nSplitScreenSlot ); if ( iController < 0 || XBX_GetUserIsGuest( iController ) ) { // Can't save data for guests return false; } DWORD nStorageDevice = XBX_GetStorageDeviceId( iController ); if ( !XBX_DescribeStorageDevice( nStorageDevice ) ) return false; #endif // Build key value data to save KeyValues *data = new KeyValues( "Game Instructor Counts" ); KeyValues::AutoDelete autoDelete(data); for ( int i = 0; i < m_Lessons.Count(); ++i ) { CBaseLesson *pLesson = m_Lessons[i]; int iDisplayCount = pLesson->GetDisplayCount(); int iSuccessCount = pLesson->GetSuccessCount(); if ( iDisplayCount || iSuccessCount ) { // We've got some data worth saving KeyValues *pKVData = new KeyValues( pLesson->GetName() ); if ( iDisplayCount ) pKVData->SetInt( "display", iDisplayCount ); if ( iSuccessCount ) pKVData->SetInt( "success", iSuccessCount ); data->AddSubKey( pKVData ); } } // Save it! CUtlBuffer buf( 0, 0, CUtlBuffer::TEXT_BUFFER ); data->RecursiveSaveToFile( buf, 0 ); char szFilename[_MAX_PATH]; #ifdef _X360 if ( IsX360() ) { XBX_MakeStorageContainerRoot( iController, XBX_USER_SETTINGS_CONTAINER_DRIVE, szFilename, sizeof( szFilename ) ); int nLen = strlen( szFilename ); Q_snprintf( szFilename + nLen, sizeof( szFilename ) - nLen, ":\\game_instructor_counts.txt" ); } else #endif { Q_snprintf( szFilename, sizeof( szFilename ), "save/game_instructor_counts.txt" ); filesystem->CreateDirHierarchy( "save", "MOD" ); } bool bWriteSuccess = filesystem->WriteFile( szFilename, MOD_DIR, buf ); #ifdef _X360 if ( xboxsystem ) { xboxsystem->FinishContainerWrites( iController ); } #endif return bWriteSuccess; }
void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool hasFlashlight, VertexCompressionType_t vertexCompression ) { bool bSinglePassFlashlight = false; bool hasBump = params[BUMPMAP]->IsTexture(); bool hasDiffuseBumpmap = hasBump && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0); bool hasBaseTexture = params[BASETEXTURE]->IsTexture(); bool hasDetailTexture = /*!hasBump && */params[DETAIL]->IsTexture(); bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0; bool bHasDetailAlpha = params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() != 0; bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use bool bSeamlessMapping = params[SEAMLESS_SCALE]->GetFloatValue() != 0.0; bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( SHADERSRGBREAD360 ) && params[SHADERSRGBREAD360]->GetIntValue() ); SHADOW_STATE { int nShadowFilterMode = 0; // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if( hasFlashlight ) { if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats } SetAdditiveBlendingShadowState( BASETEXTURE, true ); pShaderShadow->EnableDepthWrites( false ); // Be sure not to write to dest alpha pShaderShadow->EnableAlphaWrites( false ); } else { SetDefaultBlendingShadowState( BASETEXTURE, true ); } unsigned int flags = VERTEX_POSITION; if( hasBaseTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead ); } // if( hasLightmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } if( hasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 ); flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; } if( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); } if( hasBump ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if( hasVertexColor ) { flags |= VERTEX_COLOR; } // Normalizing cube map pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); // Pre-cache pixel shaders bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); pShaderShadow->EnableSRGBWrite( true ); int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ); #ifndef _X360 if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, hasFlashlight ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, false ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); } else #endif { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, hasFlashlight ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, false ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 ); #ifdef _X360 SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); #endif SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); } #ifndef _X360 if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 ); } else #endif if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); } // HACK HACK HACK - enable alpha writes all the time so that we have them for // underwater stuff. // But only do it if we're not using the alpha already for translucency pShaderShadow->EnableAlphaWrites( bFullyOpaque ); if( hasFlashlight ) { FogToBlack(); } else { DefaultFog(); } PI_BeginCommandBuffer(); PI_SetModulationVertexShaderDynamicState( ); PI_EndCommandBuffer(); } DYNAMIC_STATE { if( hasBaseTexture ) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } // if( hasLightmap ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); } bool bFlashlightShadows = false; bool bUberlight = false; if( hasFlashlight ) { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = state.m_bEnableShadows; bUberlight = state.m_bUberlight; SetFlashLightColorFromState( state, pShaderAPI, bSinglePassFlashlight ); BindTexture( SHADER_SAMPLER2, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() ) { BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture ); } } if( hasDetailTexture ) { BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME ); } if( hasBump ) { if( !g_pConfig->m_bFastNoBump ) { BindTexture( SHADER_SAMPLER4, BUMPMAP, BUMPFRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); } } pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // If we don't have a texture transform, we don't have // to set vertex shader constants or run vertex shader instructions // for the texture transform. bool bHasTextureTransform = !( params[BASETEXTURETRANSFORM]->MatrixIsIdentity() && params[BUMPTRANSFORM]->MatrixIsIdentity() ); bool bVertexShaderFastPath = !bHasTextureTransform; if( params[DETAIL]->IsTexture() ) { bVertexShaderFastPath = false; } if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) != 0 ) { bVertexShaderFastPath = false; } if( !bVertexShaderFastPath ) { if ( !bSeamlessMapping ) { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); } if( hasBump && !bHasDetailAlpha ) { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BUMPTRANSFORM ); Assert( !hasDetailTexture ); } } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); if ( IsPC() ) { bool bWorldNormal = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ) == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH; if ( bWorldNormal ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir ); float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_12, vEyeDir ); } } #ifndef _X360 if (g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); } else #endif { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); } bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; } #ifndef _X360 if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight ); SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 ); } else #endif if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) && (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested ); SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); } // always set the transform for detail textures since I'm assuming that you'll // always have a detailscale. if( hasDetailTexture ) { SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, DETAILSCALE ); Assert( !( hasBump && !bHasDetailAlpha ) ); } SetPixelShaderConstantGammaToLinear( 7, SELFILLUMTINT ); float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 11 ); if ( bSeamlessMapping ) { float map_scale[4]={ params[SEAMLESS_SCALE]->GetFloatValue(),0,0,0}; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale ); } if( hasFlashlight ) { VMatrix worldToTexture; const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture ); // Set the flashlight attenuation factors float atten[4]; atten[0] = flashlightState.m_fConstantAtten; atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZAtten; pShaderAPI->SetPixelShaderConstant( 20, atten, 1 ); // Set the flashlight origin float pos[4]; pos[0] = flashlightState.m_vecLightOrigin[0]; pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; pos[3] = flashlightState.m_FarZ; // didn't have this in main. . probably need this? pShaderAPI->SetPixelShaderConstant( 15, pos, 1 ); pShaderAPI->SetPixelShaderConstant( 16, worldToTexture.Base(), 4 ); if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() ) { SetupUberlightFromState( pShaderAPI, flashlightState ); } } } Draw(); }
//----------------------------------------------------------------------------- // Draws the shader //----------------------------------------------------------------------------- void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bHasFlashlight, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) { bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture(); bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture(); bool bHasBaseTextureWrinkle = bHasBaseTexture && (info.m_nWrinkle != -1) && params[info.m_nWrinkle]->IsTexture() && (info.m_nStretch != -1) && params[info.m_nStretch]->IsTexture(); bool bHasBumpWrinkle = bHasBump && (info.m_nNormalWrinkle != -1) && params[info.m_nNormalWrinkle]->IsTexture() && (info.m_nNormalStretch != -1) && params[info.m_nNormalStretch]->IsTexture(); bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0; bool bHasSelfIllumFresnel = ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 ); bool bHasSelfIllumMask = ( bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture(); // Tie these to specular bool bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 ); bool bHasSpecularExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture(); bool bHasPhongTintMap = bHasSpecularExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 ); bool bHasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture(); bool bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture(); bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); #if !defined( _X360 ) bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL ); #endif // Rimlight must be set to non-zero to trigger rim light combo (also requires Phong) bool bHasRimLight = r_rimlight.GetBool() && bHasPhong && (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 ); bool bHasRimMaskMap = bHasSpecularExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 ); int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue(); float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue(); BlendType_t nBlendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture(); CSkin_DX9_Context *pContextData = reinterpret_cast< CSkin_DX9_Context *> ( *pContextDataPtr ); if ( ! pContextData ) { pContextData = new CSkin_DX9_Context; *pContextDataPtr = pContextData; } if( pShader->IsSnapshotting() ) { // look at color and alphamod stuff. // Unlit generic never uses the flashlight bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture(); bool bHasNormal = params[info.m_nBumpmap]->IsTexture(); bool bCanUseBaseAlphaPhongMaskFastPath = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 ); if ( ! ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) ) bCanUseBaseAlphaPhongMaskFastPath = true; pContextData->m_bFastPath = (! bHasBump ) && (! bHasSpecularExponentTexture ) && (! bHasPhongTintMap ) && (! bHasPhongWarp ) && (! bHasRimLight ) && (! hasDetailTexture ) && bCanUseBaseAlphaPhongMaskFastPath && (! bHasSelfIllum ); // Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() ); } const int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); if( bHasFlashlight ) { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); } if( bIsAlphaTested ) { // disable alpha test and use the zfunc zequals since alpha isn't guaranteed to // be the same on both the regular pass and the flashlight pass. pShaderShadow->EnableAlphaTest( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); } pShaderShadow->EnableBlending( true ); pShaderShadow->EnableDepthWrites( false ); // Be sure not to write to dest alpha pShaderShadow->EnableAlphaWrites( false ); //nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats } else // not flashlight pass { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true ); } if ( bHasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Cubic environment map if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true ); } } } unsigned int flags = VERTEX_POSITION; if( bHasNormal ) { flags |= VERTEX_NORMAL; } int userDataSize = 0; // Always enable...will bind white if nothing specified... pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Base (albedo) compression map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Base (albedo) expansion map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, true ); } if( bHasDiffuseWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Diffuse warp texture } if( bHasPhongWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Specular warp texture } // Specular exponent map or dummy pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Specular exponent map if( bHasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie userDataSize = 4; // tangent S } else { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false ); } // Always enable, since flat normal will be bound pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map userDataSize = 4; // tangent S pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) { pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal compression map pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // Normal expansion map } if ( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); if ( nDetailBlendMode != 0 ) //Not Mod2X pShaderShadow->EnableSRGBRead( SHADER_SAMPLER13, true ); } if ( bHasSelfIllum ) { pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); } if( bHasVertexColor || bHasVertexAlpha ) { flags |= VERTEX_COLOR; } pShaderShadow->EnableSRGBWrite( true ); // texcoord0 : base texcoord, texcoord2 : decal hw morph delta int pTexCoordDim[3] = { 2, 0, 3 }; int nTexCoordCount = 1; #ifndef _X360 // Special morphed decal information if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() ) { nTexCoordCount = 3; } #endif // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); #ifndef _X360 if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) #endif { DECLARE_STATIC_VERTEX_SHADER( sdk_skin_vs20 ); SET_STATIC_VERTEX_SHADER( sdk_skin_vs20 ); // Assume we're only going to get in here if we support 2b DECLARE_STATIC_PIXEL_SHADER( sdk_skin_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath ); SET_STATIC_PIXEL_SHADER( sdk_skin_ps20b ); } #ifndef _X360 else { const bool bFastVertexTextures = g_pHardwareConfig->HasFastVertexTextures(); // The vertex shader uses the vertex id stream if ( bFastVertexTextures ) SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_skin_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal && bFastVertexTextures ); SET_STATIC_VERTEX_SHADER( sdk_skin_vs30 ); DECLARE_STATIC_PIXEL_SHADER( sdk_skin_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath ); SET_STATIC_PIXEL_SHADER( sdk_skin_ps30 ); } #endif if( bHasFlashlight ) { pShader->FogToBlack(); } else { pShader->DefaultFog(); } // HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } else // not snapshotting -- begin dynamic state { static CCommandBufferBuilder< CFixedCommandStorageBuffer< 2000 > > DynamicCmdsOut; DynamicCmdsOut.Reset(); bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture(); if ( bHasBaseTexture ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } else { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } if ( bHasBaseTextureWrinkle ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame ); DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame ); } else if ( bHasBumpWrinkle ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, info.m_nBaseTexture, info.m_nBaseTextureFrame ); DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } if( bHasDiffuseWarp && bHasPhong ) { if ( r_lightwarpidentity.GetBool() ) { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP ); } else { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nDiffuseWarpTexture, -1 ); } } if( bHasPhongWarp ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nPhongWarpTexture, -1 ); } if( bHasSpecularExponentTexture && bHasPhong ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nPhongExponentTexture, -1 ); } else { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE ); } if( !g_pConfig->m_bFastNoBump ) { if( bHasBump ) DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame ); else DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); if ( bHasBumpWrinkle ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame ); DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame ); } else if ( bHasBaseTextureWrinkle ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame ); DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame ); } } else { if( bHasBump ) { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); } if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT ); DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT ); } } if ( hasDetailTexture ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame ); } if ( bHasSelfIllum ) { if ( bHasSelfIllumMask ) // Separate texture for self illum? { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, info.m_nSelfIllumMask, -1 ); // Bind it } else // else { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK ); // Bind dummy } } float vRimBoost[4] = {1, 1, 1, 1}; ITexture *pCascadedDepthTexture = NULL; LightState_t lightState = { 0, false, false }; bool bFlashlightShadows = false; if ( bHasFlashlight ) { Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); //DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = flashlightState.m_bEnableShadows; if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture ); DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D ); } float atten[4], pos[4], tweaks[4]; SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); //DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZ; DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 ); pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 ); // Tweaks associated with a given flashlight tweaks[0] = ShadowFilterFromState( flashlightState ); tweaks[1] = ShadowAttenFromState( flashlightState ); pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); DynamicCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 ); // Dimensions of screen, used for screen-space noise map sampling float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); if ( IsX360() ) { pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); } } else // no flashlight { if ( bHasEnvmap ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame ); } // GSTRINGMIGRATION pShaderAPI->GetDX9LightState( &lightState ); pCascadedDepthTexture = (ITexture*)pShaderAPI->GetIntRenderingParameter( INT_CASCADED_DEPTHTEXTURE ); if ( pCascadedDepthTexture != NULL ) { pShader->BindTexture( SHADER_SAMPLER4, pCascadedDepthTexture ); VMatrix *worldToTexture0 = (VMatrix*)pShaderAPI->GetIntRenderingParameter( INT_CASCADED_MATRIX_ADDRESS_0 ); DynamicCmdsOut.SetVertexShaderConstant( 240, worldToTexture0->Base(), 4 ); const Vector vecCascadedFwd = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GSTRING_CASCADED_FORWARD ); vRimBoost[0] = vecCascadedFwd.x; vRimBoost[1] = vecCascadedFwd.y; vRimBoost[2] = vecCascadedFwd.z; float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); // We have to rebuild the lighting state by hand. Fading static lights are out of order! float vDirectionalLights[4] = { 0.0f }; SetCustomPixelLightingState( DynamicCmdsOut, lightState, pShaderAPI, PSREG_LIGHT_INFO_ARRAY ); SetCustomVertexLightingState( DynamicCmdsOut, lightState, pShaderAPI, 27, vDirectionalLights ); DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_COLOR, vDirectionalLights ); const Vector vecCascadedStep = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GSTRING_CASCADED_STEP ); float vCascadedStep[4] = { XYZ( vecCascadedStep ) }; DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, vCascadedStep, 1 ); } } if ( pCascadedDepthTexture == NULL ) { DynamicCmdsOut.CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); } // END GSTRINGMIGRATION MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; int numBones = pShaderAPI->GetCurrentNumBones(); bool bWriteDepthToAlpha = false; bool bWriteWaterFogToAlpha = false; if( bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } #ifndef _X360 if ( !g_pHardwareConfig->SupportsShaderModel_3_0() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( sdk_skin_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_skin_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20b ); } #ifndef _X360 else { const bool bFastVertexTextures = g_pHardwareConfig->HasFastVertexTextures(); const int iCascadedShadowCombo = ( pCascadedDepthTexture != NULL ) ? 1 : 0; if ( bFastVertexTextures ) pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_skin_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() && bFastVertexTextures ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( CASCADED_SHADOW, iCascadedShadowCombo ); SET_DYNAMIC_VERTEX_SHADER( sdk_skin_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_skin_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( CASCADED_SHADOW, iCascadedShadowCombo ); SET_DYNAMIC_PIXEL_SHADER( sdk_skin_ps30 ); if ( bFastVertexTextures ) { bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } } #endif DynamicCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); if( bHasBump ) { DynamicCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if ( hasDetailTexture ) { if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) ) DynamicCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nDetailTextureTransform, info.m_nDetailScale ); else DynamicCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBaseTextureTransform, info.m_nDetailScale ); } pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); DynamicCmdsOut.SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor ); bool bInvertPhongMask = ( info.m_nInvertPhongMask != -1 ) && ( params[info.m_nInvertPhongMask]->GetIntValue() != 0 ); float fInvertPhongMask = bInvertPhongMask ? 1 : 0; bool bHasBaseAlphaPhongMask = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 ); float fHasBaseAlphaPhongMask = bHasBaseAlphaPhongMask ? 1 : 0; // Controls for lerp-style paths through shader code const float flMinLighting = pShaderAPI->GetFloatRenderingParameter( FLOAT_RENDERPARM_MINIMUMLIGHTING ); // GSTRINGMIGRATION float vShaderControls[4] = { fHasBaseAlphaPhongMask, flMinLighting, 0.0f, fInvertPhongMask }; // GSTRINGMIGRATION DynamicCmdsOut.SetPixelShaderConstant( PSREG_CONSTANT_27, vShaderControls, 1 ); if ( hasDetailTexture ) { #if 0 // needs constant change if ( info.m_nDetailTint != -1 ) pShader->SetPixelShaderConstantGammaToLinear( 10, info.m_nDetailTint ); else { float boring_tint[4]={1,1,1,1}; pShaderAPI->SetPixelShaderConstant( 10, boring_tint, 1 ); } #endif } if ( bHasSelfIllumFresnel && !bHasFlashlight ) { float vConstScaleBiasExp[4] = { 1.0f, 0.0f, 1.0f, 0.0f }; float flMin = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[0] : 0.0f; float flMax = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[1] : 1.0f; float flExp = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[2] : 1.0f; vConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias vConstScaleBiasExp[0] = 1.0f - vConstScaleBiasExp[1]; // Scale vConstScaleBiasExp[2] = flExp; // Exp vConstScaleBiasExp[3] = flMax; // Brightness DynamicCmdsOut.SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 ); } DynamicCmdsOut.SetAmbientCubeDynamicStateVertexShader(); if( !bHasFlashlight ) { if ( g_pHardwareConfig->SupportsShaderModel_3_0() ) { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D ); } else { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); } // Setting .x to 1 means to apply Fresnel to env map. Setting w to 1 means use separate selfillummask float vEnvMapFresnel_SelfIllumMask[4] = {0.0f, 0.0f, 0.0f, 0.0f}; vEnvMapFresnel_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f; if( bHasEnvmap ) { float vEnvMapTint_MaskControl[4] = {1.0f, 1.0f, 1.0f, 0.0f}; // If we have a tint, grab it if ( (info.m_nEnvmapTint != -1) && params[info.m_nEnvmapTint]->IsDefined() ) params[info.m_nEnvmapTint]->GetVecValue(vEnvMapTint_MaskControl, 3); // Set control for source of env map mask (normal alpha or base alpha) vEnvMapTint_MaskControl[3] = bHasNormalMapAlphaEnvmapMask ? 1.0f : 0.0f; if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() ) vEnvMapFresnel_SelfIllumMask[0] = params[info.m_nEnvmapFresnel]->GetFloatValue(); // Handle mat_fullbright 2 (diffuse lighting only with 50% gamma space basetexture) if( bLightingOnly ) { vEnvMapTint_MaskControl[0] = vEnvMapTint_MaskControl[1] = vEnvMapTint_MaskControl[2] = 0.0f; } DynamicCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 ); } DynamicCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK, vEnvMapFresnel_SelfIllumMask, 1 ); } DynamicCmdsOut.SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE ); //pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight // Pack Phong exponent in with the eye position float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1}; float vSpecularTint[4] = {1, 1, 1, 4}; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() ) vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map else vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent // Get the tint parameter if ( (info.m_nPhongTint != -1) && params[info.m_nPhongTint]->IsDefined() ) { params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 3); } // Get the rim light power (goes in w of Phong tint) if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() ) { vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue(); vSpecularTint[3] = max(vSpecularTint[3], 1.0f); // Make sure this is at least 1 } // Get the rim boost (goes in w of flashlight position) if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() ) { vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue(); } if ( !bHasFlashlight ) { float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code vRimMaskControl[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f; // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 ); } // If it's all zeros, there was no constant tint in the vmt if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) ) { if ( bHasPhongTintMap ) // If we have a map to use, tell the shader { vSpecularTint[0] = -1; } else // Otherwise, just tint with white { vSpecularTint[0] = 1.0f; vSpecularTint[1] = 1.0f; vSpecularTint[2] = 1.0f; } } // handle mat_fullbright 2 (diffuse lighting only) if( bLightingOnly ) { // BASETEXTURE if( bHasSelfIllum && !bHasFlashlight ) { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // DETAILTEXTURE if ( hasDetailTexture ) { DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER13, TEXTURE_GREY ); } // turn off specularity vSpecularTint[0] = vSpecularTint[1] = vSpecularTint[2] = 0.0f; } if ( (info.m_nPhongFresnelRanges != -1) && params[info.m_nPhongFresnelRanges]->IsDefined() ) params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional Fresnel range parameters if ( (info.m_nPhongBoost != -1 ) && params[info.m_nPhongBoost]->IsDefined()) // Grab optional Phong boost param vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue(); else vFresnelRanges_SpecBoost[3] = 1.0f; DynamicCmdsOut.SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); DynamicCmdsOut.SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); if ( !bHasFlashlight ) { DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass } DynamicCmdsOut.SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); DynamicCmdsOut.SetPixelShaderFogParams( PSREG_FOG_PARAMS ); DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CTFStatPanel::ReadStats( void ) { CDmxElement *pPlayerStats; DECLARE_DMX_CONTEXT(); if ( IsX360() ) { #ifdef _X360 if ( XBX_GetStorageDeviceId() == XBX_INVALID_STORAGE_ID || XBX_GetStorageDeviceId() == XBX_STORAGE_DECLINED ) return false; #endif } char szFilename[_MAX_PATH]; if ( IsX360() ) { Q_snprintf( szFilename, sizeof( szFilename ), "cfg:/tf2_playerstats.dmx" ); } else { Q_snprintf( szFilename, sizeof( szFilename ), "tf2_playerstats.dmx" ); } MEM_ALLOC_CREDIT(); bool bOk = UnserializeDMX( szFilename, "MOD", true, &pPlayerStats ); if ( !bOk ) return false; int iVersion = pPlayerStats->GetValue< int >( "iVersion" ); if ( iVersion > PLAYERSTATS_FILE_VERSION ) { // file is beyond our comprehension return false; } int iSteamID = pPlayerStats->GetValue<int>( "SteamID" ); int iCRCFile = pPlayerStats->GetValue<int>( "iTimestamp" ); const CUtlVector< CDmxElement* > &aClassStatsList = pPlayerStats->GetArray< CDmxElement * >( "aClassStats" ); int iCount = aClassStatsList.Count(); m_aClassStats.SetCount( iCount ); for( int i = 0; i < m_aClassStats.Count(); i++ ) { CDmxElement *pClass = aClassStatsList[ i ]; ClassStats_t &stat = m_aClassStats[ i ]; pClass->UnpackIntoStructure( &stat, s_ClassStatsUnpack ); CDmxElement *pAccumulated = pClass->GetValue< CDmxElement * >( "accumulated" ); pAccumulated->UnpackIntoStructure( &stat.accumulated, s_RoundStatsUnpack ); CDmxElement *pMax = pClass->GetValue< CDmxElement * >( "max" ); pMax->UnpackIntoStructure( &stat.max, s_RoundStatsUnpack ); } CleanupDMX( pPlayerStats ); UpdateStatSummaryPanel(); // check file CRC and steam ID to see if we think this file has not been tampered with int iCRC = CalcCRC( iSteamID ); // does file CRC match CRC generated from file data, and is there a Steam ID in the file if ( ( iCRC == iCRCFile ) && ( iSteamID > 0 ) && SteamUser() ) { // does the file Steam ID match current Steam ID (so you can't hand around files) CSteamID steamID = SteamUser()->GetSteamID(); if ( steamID.GetAccountID() == (uint32) iSteamID ) { m_bLocalFileTrusted = true; } } m_bStatsChanged = false; return true; }
#include "inputsystem/iinputstacksystem.h" #if defined( _X360 ) #include "xbox/xbox_win32stubs.h" #else #include "../common/xbox/xboxstubs.h" #endif // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // Control like a joystick #define JOY_ABSOLUTE_AXIS 0x00000000 // Control like a mouse, spinner, trackball #define JOY_RELATIVE_AXIS 0x00000010 static ConVar joy_variable_frametime( "joy_variable_frametime", IsX360() ? "0" : "1", 0 ); // Axis mapping static ConVar joy_name( "joy_name", "joystick", FCVAR_ARCHIVE ); static ConVar joy_advanced( "joy_advanced", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisx( "joy_advaxisx", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisy( "joy_advaxisy", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisz( "joy_advaxisz", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisr( "joy_advaxisr", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisu( "joy_advaxisu", "0", FCVAR_ARCHIVE ); static ConVar joy_advaxisv( "joy_advaxisv", "0", FCVAR_ARCHIVE ); // Basic "dead zone" and sensitivity static ConVar joy_forwardthreshold( "joy_forwardthreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_sidethreshold( "joy_sidethreshold", "0.15", FCVAR_ARCHIVE ); static ConVar joy_pitchthreshold( "joy_pitchthreshold", "0.15", FCVAR_ARCHIVE );
//----------------------------------------------------------------------------- // Purpose: paints all the vgui elements //----------------------------------------------------------------------------- void CGameUI::RunFrame() { if ( IsX360() && m_bOpenProgressOnStart ) { StartProgressBar(); m_bOpenProgressOnStart = false; } int wide, tall; #if defined( TOOLFRAMEWORK_VGUI_REFACTOR ) // resize the background panel to the screen size vgui::VPANEL clientDllPanel = enginevguifuncs->GetPanel( PANEL_ROOT ); int x, y; vgui::ipanel()->GetPos( clientDllPanel, x, y ); vgui::ipanel()->GetSize( clientDllPanel, wide, tall ); staticPanel->SetBounds( x, y, wide,tall ); #else vgui::surface()->GetScreenSize(wide, tall); GetUiBaseModPanelClass().SetSize(wide, tall); #endif // Run frames g_VModuleLoader.RunFrame(); GetUiBaseModPanelClass().RunFrame(); // Play the start-up music the first time we run frame if ( IsPC() && m_iPlayGameStartupSound > 0 ) { m_iPlayGameStartupSound--; if ( !m_iPlayGameStartupSound ) { PlayGameStartupSound(); } } if ( IsPC() && m_bTryingToLoadFriends && m_iFriendsLoadPauseFrames-- < 1 && g_hMutex && g_hWaitMutex ) { // try and load Steam platform files unsigned int waitResult = Sys_WaitForSingleObject(g_hMutex, 0); if (waitResult == SYS_WAIT_OBJECT_0 || waitResult == SYS_WAIT_ABANDONED) { // we got the mutex, so load Friends/Serverbrowser // clear the loading flag m_bTryingToLoadFriends = false; g_VModuleLoader.LoadPlatformModules(&m_GameFactory, 1, false); // release the wait mutex Sys_ReleaseMutex(g_hWaitMutex); // notify the game of our game name const char *fullGamePath = engine->GetGameDirectory(); const char *pathSep = strrchr( fullGamePath, '/' ); if ( !pathSep ) { pathSep = strrchr( fullGamePath, '\\' ); } if ( pathSep ) { KeyValues *pKV = new KeyValues("ActiveGameName" ); pKV->SetString( "name", pathSep + 1 ); pKV->SetInt( "appid", engine->GetAppID() ); KeyValues *modinfo = new KeyValues("ModInfo"); if ( modinfo->LoadFromFile( g_pFullFileSystem, "gameinfo.txt" ) ) { pKV->SetString( "game", modinfo->GetString( "game", "" ) ); } modinfo->deleteThis(); g_VModuleLoader.PostMessageToAllModules( pKV ); } // notify the ui of a game connect if we're already in a game if (m_iGameIP) { SendConnectedToGameMessage(); } } } }
void DrawMultiblend_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Multiblend_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) { CMultiblend_DX9_Context *pContextData = reinterpret_cast< CMultiblend_DX9_Context * > ( *pContextDataPtr );//TODO: DISABLE? bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bHasFoW = ( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ); if ( bHasFoW == true ) { ITexture *pTexture = params[ info.m_nFoW ]->GetTextureValue(); if ( ( pTexture->GetFlags() & TEXTUREFLAGS_RENDERTARGET ) == 0 ) { bHasFoW = false; } } int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ); bool bHasSpec1 = ( info.m_nSpecTexture != -1 && params[ info.m_nSpecTexture ]->IsDefined() ); bool bHasSpec2 = ( info.m_nSpecTexture2 != -1 && params[ info.m_nSpecTexture2 ]->IsDefined() ); bool bHasSpec3 = ( info.m_nSpecTexture3 != -1 && params[ info.m_nSpecTexture3 ]->IsDefined() ); bool bHasSpec4 = ( info.m_nSpecTexture4 != -1 && params[ info.m_nSpecTexture4 ]->IsDefined() ); bool bUsingEditor = pShader->CanUseEditorMaterials(); // pShader->UsingEditor( params ); bool bSinglePassFlashlight = true; //TODO: DISABLE? bool bHasFlashlight = pShader->UsingFlashlight( params ); //TODO: DISABLE? #if 1 if ( pShader->IsSnapshotting() || ( !pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) { if ( !pContextData ) // make sure allocated { pContextData = new CMultiblend_DX9_Context; *pContextDataPtr = pContextData; } // need to regenerate the semistatic cmds pContextData->m_SemiStaticCmdsOut.Reset(); if ( bHasFlashlight ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderFlashlightState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); CBCmdSetPixelShaderFlashlightState_t state; state.m_LightSampler = SHADER_SAMPLER13; state.m_DepthSampler = SHADER_SAMPLER14; state.m_ShadowNoiseSampler = SHADER_SAMPLER15; state.m_nColorConstant = 28; state.m_nAttenConstant = 13; state.m_nOriginConstant = 14; state.m_nDepthTweakConstant = 19; state.m_nScreenScaleConstant = 31; state.m_nWorldToTextureConstant = -1; state.m_bFlashlightNoLambert = false; state.m_bSinglePassFlashlight = bSinglePassFlashlight; pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state ); } pContextData->m_SemiStaticCmdsOut.End(); } #endif SHADOW_STATE { pShader->SetInitialShadowState( ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Always SRGB read on base map 1 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Always SRGB read on base map 2 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Always SRGB read on base map 3 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); // Always SRGB read on base map 4 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true ); // Always SRGB read on spec map 1 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true ); // Always SRGB read on spec map 1 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true ); // Always SRGB read on spec map 1 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true ); // Always SRGB read on spec map 1 if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, false ); } if ( bHasFoW ) { pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); } if( bHasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } pShaderShadow->EnableSRGBWrite( true ); pShaderShadow->EnableAlphaWrites( true ); // writing water fog alpha always. unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int nTexCoordCount = 8; static int s_TexCoordSize[]={ 2, // 2, // 0, // 4, // alpha blend 4, // vertex / blend color 0 4, // vertex / blend color 1 4, // vertex / blend color 2 4 // vertex / blend color 3 }; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, s_TexCoordSize, 0 ); int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( multiblend_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( SPECULAR, !bUsingEditor ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_VERTEX_SHADER( multiblend_vs20 ); DECLARE_STATIC_PIXEL_SHADER( multiblend_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( multiblend_ps20b ); } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( multiblend_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( SPECULAR, !bUsingEditor ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_VERTEX_SHADER( multiblend_vs30 ); // Bind ps_2_b shader so we can get Phong terms DECLARE_STATIC_PIXEL_SHADER( multiblend_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( multiblend_ps30 ); } #endif pShader->DefaultFog(); float flLScale = pShaderShadow->GetLightMapScaleFactor(); // Lighting constants pShader->PI_BeginCommandBuffer(); pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE ); // pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY ); pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( PSREG_CONSTANT_43, flLScale ); pShader->PI_EndCommandBuffer(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); // Bind textures pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture ); // Base Map 1 pShader->BindTexture( SHADER_SAMPLER2, info.m_nBaseTexture2 ); // Base Map 2 pShader->BindTexture( SHADER_SAMPLER3, info.m_nBaseTexture3 ); // Base Map 3 pShader->BindTexture( SHADER_SAMPLER4, info.m_nBaseTexture4 ); // Base Map 4 if ( bHasSpec1 == true ) { pShader->BindTexture( SHADER_SAMPLER6, info.m_nSpecTexture ); // Spec Map 1 } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_BLACK ); } if ( bHasSpec2 == true ) { pShader->BindTexture( SHADER_SAMPLER7, info.m_nSpecTexture2 ); // Spec Map 2 } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BLACK ); } if ( bHasSpec3 == true ) { pShader->BindTexture( SHADER_SAMPLER8, info.m_nSpecTexture3 ); // Spec Map 3 } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BLACK ); } if ( bHasSpec4 == true ) { pShader->BindTexture( SHADER_SAMPLER9, info.m_nSpecTexture4 ); // Spec Map 4 } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BLACK ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_LIGHTMAP ); bool bFlashlightShadows = false; #if 1 if( bHasFlashlight ) { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); pShader->BindTexture( SHADER_SAMPLER13, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame ); bFlashlightShadows = state.m_bEnableShadows; SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D ); } float atten[4], pos[4], tweaks[4]; atten[0] = state.m_fConstantAtten; // Set the flashlight attenuation factors atten[1] = state.m_fLinearAtten; atten[2] = state.m_fQuadraticAtten; atten[3] = state.m_FarZAtten; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 ); pos[0] = state.m_vecLightOrigin[0]; // Set the flashlight origin pos[1] = state.m_vecLightOrigin[1]; pos[2] = state.m_vecLightOrigin[2]; pos[3] = state.m_FarZ; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, worldToTexture.Base(), 4 ); // Tweaks associated with a given flashlight tweaks[0] = ShadowFilterFromState( state ); tweaks[1] = ShadowAttenFromState( state ); pShader->HashShadow2DJitter( state.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 ); // Dimensions of screen, used for screen-space noise map sampling float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); int nTexWidth, nTexHeight; pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D ); vScreenScale[0] = (float) nWidth / nTexWidth; vScreenScale[1] = (float) nHeight / nTexHeight; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); if ( IsX360() ) { pShaderAPI->SetBooleanPixelShaderConstant( 0, &state.m_nShadowQuality, 1 ); } QAngle angles; QuaternionAngles( state.m_quatOrientation, angles ); #if 0 // World to Light's View matrix matrix3x4_t viewMatrix, viewMatrixInverse; AngleMatrix( angles, state.m_vecLightOrigin, viewMatrixInverse ); MatrixInvert( viewMatrixInverse, viewMatrix ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, worldToTexture.Base(), 4 ); #endif } #endif if ( bHasFoW ) { pShader->BindTexture( SHADER_SAMPLER10, info.m_nFoW, -1 ); float vFoWSize[ 4 ]; Vector vMins = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MINS ); Vector vMaxs = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MAXS ); vFoWSize[ 0 ] = vMins.x; vFoWSize[ 1 ] = vMins.y; vFoWSize[ 2 ] = vMaxs.x - vMins.x; vFoWSize[ 3 ] = vMaxs.y - vMins.y; pShaderAPI->SetVertexShaderConstant( 26, vFoWSize ); } Vector4D vRotations( DEG2RAD( params[ info.m_nRotation ]->GetFloatValue() ), DEG2RAD( params[ info.m_nRotation2 ]->GetFloatValue() ), DEG2RAD( params[ info.m_nRotation3 ]->GetFloatValue() ), DEG2RAD( params[ info.m_nRotation4 ]->GetFloatValue() ) ); pShaderAPI->SetVertexShaderConstant( 27, vRotations.Base() ); Vector4D vScales( params[ info.m_nScale ]->GetFloatValue() > 0.0f ? params[ info.m_nScale ]->GetFloatValue() : 1.0f, params[ info.m_nScale2 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale2 ]->GetFloatValue() : 1.0f, params[ info.m_nScale3 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale3 ]->GetFloatValue() : 1.0f, params[ info.m_nScale4 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale4 ]->GetFloatValue() : 1.0f ); pShaderAPI->SetVertexShaderConstant( 28, vScales.Base() ); Vector4D vLightDir; vLightDir.AsVector3D() = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_LIGHT_DIRECTION ); vLightDir.w = pShaderAPI->GetFloatRenderingParameter( FLOAT_RENDERPARM_SPECULAR_POWER ); pShaderAPI->SetVertexShaderConstant( 29, vLightDir.Base() ); LightState_t lightState; pShaderAPI->GetDX9LightState( &lightState ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( multiblend_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( multiblend_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( multiblend_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( multiblend_ps20b ); } #ifndef _X360 else { DECLARE_DYNAMIC_VERTEX_SHADER( multiblend_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( multiblend_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( multiblend_ps30 ); SET_DYNAMIC_PIXEL_SHADER( multiblend_ps30 ); } #endif pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nBaseTextureTransform ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); // Pack phong exponent in with the eye position float vEyePos_SpecExponent[4]; float vSpecularTint[4] = {1, 1, 1, 1}; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); // if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() ) // vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map // else vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent // If it's all zeros, there was no constant tint in the vmt if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) ) { vSpecularTint[0] = 1.0f; vSpecularTint[1] = 1.0f; vSpecularTint[2] = 1.0f; } pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); // Set c0 and c1 to contain first two rows of ViewProj matrix VMatrix matView, matProj, matViewProj; pShaderAPI->GetMatrix( MATERIAL_VIEW, matView.m[0] ); pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.m[0] ); matViewProj = matView * matProj; pShaderAPI->SetPixelShaderConstant( 0, matViewProj.m[0], 2 ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); } pShader->Draw(); }