Exemplo n.º 1
0
	void SetSpriteCommonDynamicState( unsigned int shaderFlags )
	{
		IShaderDynamicAPI *pShaderAPI = s_pShaderAPI;
		bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0;

		BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );

		MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode();
		int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
		DECLARE_DYNAMIC_VERTEX_SHADER( jl_sprite_vs20 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG,  fogIndex );
		SET_DYNAMIC_VERTEX_SHADER( jl_sprite_vs20 );

		if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( jl_sprite_ps20b );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
			SET_DYNAMIC_PIXEL_SHADER( jl_sprite_ps20b );
		}
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( jl_sprite_ps20 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
			SET_DYNAMIC_PIXEL_SHADER( jl_sprite_ps20 );
		}

		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 );

		if( shaderFlags & SHADER_USE_CONSTANT_COLOR )
		{
			if ( bSRGB )
				SetPixelShaderConstantGammaToLinear( 0, COLOR, ALPHA );
			else
				SetPixelShaderConstant( 0, COLOR, ALPHA );
		}

		if( IsHDREnabled() )
		{
			if ( bSRGB )
				SetPixelShaderConstantGammaToLinear( 1, HDRCOLORSCALE );
			else
				SetPixelShaderConstant( 1, HDRCOLORSCALE );
		}
	}
	void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
	{
		bool hasEnvmap = params[ENVMAP]->IsTexture() && !bBumpedEnvMap;
		bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
		bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
		bool hasEnvmapCameraSpace = IS_FLAG_SET( MATERIAL_VAR_ENVMAPCAMERASPACE );
		bool hasEnvmapSphere = IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE );

		if ( hasEnvmap || hasBaseTexture || hasVertexColor || !bBumpedEnvMap )
		{
			SHADOW_STATE
			{
				// Alpha test
				pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
				if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f )
				{
					pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() );
				}

				// Base texture on stage 0
				if (params[BASETEXTURE]->IsTexture())
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
				}

				// Lightmap on stage 1
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );

				int fmt = VERTEX_POSITION;

				if ( hasEnvmap )
				{
					fmt |= VERTEX_NORMAL;

					// envmap on stage 2
					pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );

					// envmapmask on stage 3
					if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
					{
						pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
					}
				}

				if (params[BASETEXTURE]->IsTexture() || bBumpedEnvMap)
				{
					SetDefaultBlendingShadowState( BASETEXTURE, true );
				}
				else
				{
					SetDefaultBlendingShadowState( ENVMAPMASK, false );
				}

				if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
				{
					fmt |= VERTEX_COLOR;
				}

				pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
				lightmappedgeneric_vs11_Static_Index vshIndex;
				vshIndex.SetDETAIL( false );
				vshIndex.SetENVMAP( hasEnvmap );
				vshIndex.SetENVMAPCAMERASPACE( hasEnvmap && hasEnvmapCameraSpace );
				vshIndex.SetENVMAPSPHERE( hasEnvmap && hasEnvmapSphere );
				vshIndex.SetVERTEXCOLOR( hasVertexColor );
				pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );

				const char *pshName = GetPixelShaderName( params, bBumpedEnvMap );
				pShaderShadow->SetPixelShader( pshName );
				DefaultFog();
			}
			DYNAMIC_STATE
			{
				if (hasBaseTexture)
				{
					BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
					SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
				}

				pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );

				if ( hasEnvmap )
				{
					BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );

					if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
					{
						if (params[ENVMAPMASK]->IsTexture() )
							BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME );
						else
							BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
			
						SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
					}

					if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ||
						IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
					{
						LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
					}
					SetEnvMapTintPixelShaderDynamicState( 2, ENVMAPTINT, -1 );
				}

				if ( !hasEnvmap || hasBaseTexture || hasVertexColor )
				{
					SetModulationVertexShaderDynamicState();
				}
				EnablePixelShaderOverbright( 0, true, true );
				SetPixelShaderConstant( 1, SELFILLUMTINT );

				lightmappedgeneric_vs11_Dynamic_Index vshIndex;
				vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
				pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
			}
			Draw();
		}
Exemplo n.º 3
0
	inline void DrawPass( IMaterialVar **params, IShaderShadow* pShaderShadow,
		IShaderDynamicAPI* pShaderAPI, int nPass, VertexCompressionType_t vertexCompression ) 
	{
		bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
		bool bHasEnvmap = params[ENVMAP]->IsTexture();
		bool bHasFlowmap = params[FLOWMAP]->IsTexture();
		bool bHasCoreColorTexture = params[CORECOLORTEXTURE]->IsTexture();

		SHADOW_STATE
		{
			SetInitialShadowState( );

			if( nPass == 0 )
			{
				// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
				pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
			}
			else
			{
				pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
				EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
			}

			// If envmap is not specified, the alpha channel is the translucency
			// (If envmap *is* specified, alpha channel is the reflection amount)
			if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap )
			{
				SetDefaultBlendingShadowState( NORMALMAP, false );
			}

			// source render target that contains the image that we are warping.
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
			if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
			{
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
			}

			// normal map
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			if( bHasEnvmap )
			{
				// envmap
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
				if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER )
				{
					pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
				}
			}

			if( bHasFlowmap )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
			}

			if( bHasCoreColorTexture )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			}

			if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
			{
				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;
			}

			// This shader supports compressed vertices, so OR in that flag:
			flags |= VERTEX_FORMAT_COMPRESSED;

			pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );

			DECLARE_STATIC_VERTEX_SHADER( sdk_core_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( MODEL,  bIsModel );
			SET_STATIC_VERTEX_SHADER( sdk_core_vs20 );

			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_STATIC_PIXEL_SHADER( sdk_core_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  bHasEnvmap && ( nPass == 1 ) );
				SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap );
				SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) );
				SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 );
				SET_STATIC_PIXEL_SHADER( sdk_core_ps20b );
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( sdk_core_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  bHasEnvmap && ( nPass == 1 ) );
				SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap );
				SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) );
				SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 );
				SET_STATIC_PIXEL_SHADER( sdk_core_ps20 );
			}

			DefaultFog();
		}
		DYNAMIC_STATE
		{
			pShaderAPI->SetDefaultState();

			if ( params[BASETEXTURE]->IsTexture() )
			{
				BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
			}
			else
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 );
			}

			BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME );

			if( bHasEnvmap )
			{
				BindTexture( SHADER_SAMPLER4, ENVMAP, ENVMAPFRAME );
			}

			if( bHasFlowmap )
			{
				BindTexture( SHADER_SAMPLER6, FLOWMAP, FLOWMAPFRAME );
			}

			if( bHasCoreColorTexture )
			{
				BindTexture( SHADER_SAMPLER7, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME );
			}

			DECLARE_DYNAMIC_VERTEX_SHADER( sdk_core_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING,  pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( sdk_core_vs20 );

			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( sdk_core_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				SET_DYNAMIC_PIXEL_SHADER( sdk_core_ps20b );
			}
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( sdk_core_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				SET_DYNAMIC_PIXEL_SHADER( sdk_core_ps20 );
			}

			SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM );

			if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
			{
				SetPixelShaderConstant( 0, ENVMAPTINT );
				SetPixelShaderConstant( 1, REFRACTTINT );
			}
			else
			{
				SetPixelShaderConstantGammaToLinear( 0, ENVMAPTINT );
				SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT );
			}
			SetPixelShaderConstant( 2, ENVMAPCONTRAST );
			SetPixelShaderConstant( 3, ENVMAPSATURATION );
			float c5[4] = { params[REFRACTAMOUNT]->GetFloatValue(), 
				params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f };
			pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );

			float eyePos[4];
			s_pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
			s_pShaderAPI->SetPixelShaderConstant( 8, eyePos, 1 );
			pShaderAPI->SetPixelShaderFogParams( 11 );



			if( bHasFlowmap )
			{
				float curTime = pShaderAPI->CurrentTime();
				float timeVec[4] = { curTime, curTime, curTime, curTime };
				pShaderAPI->SetPixelShaderConstant( 6, timeVec, 1 );

				SetPixelShaderConstant( 7, FLOWMAPSCROLLRATE );

				SetPixelShaderConstant( 9, FLOWMAPTEXCOORDOFFSET );
			}
		}
		Draw();
	}