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(); }
static void DrawFlashlight( bool bDX9, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Eyes_DX8_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { if( pShaderShadow ) { pShaderShadow->EnableDepthWrites( false ); pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Spot pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Base pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalizing cubemap pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Iris // Set stream format (note that this shader supports compression) int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); // Be sure not to write to dest alpha pShaderShadow->EnableAlphaWrites( false ); #ifdef STDSHADER_DX9_DLL_EXPORT if ( bDX9 ) { int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( sdk_eyes_flashlight_vs20 ); SET_STATIC_VERTEX_SHADER( sdk_eyes_flashlight_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20 ); SET_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_eyes_flashlight_vs30 ); SET_STATIC_VERTEX_SHADER( sdk_eyes_flashlight_vs30 ); DECLARE_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( sdk_eyes_flashlight_ps30 ); } #endif // On DX9, get the gamma read and write correct pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Spot pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Base pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Iris pShaderShadow->EnableSRGBWrite( true ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Shadow noise rotation map } } else #endif { // DX8 uses old asm shaders sdk_eyes_flashlight_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "sdk_eyes_flashlight_vs11", vshIndex.GetIndex() ); sdk_eyes_flashlight_ps11_Static_Index pshIndex; pShaderShadow->SetPixelShader( "sdk_eyes_flashlight_ps11", pshIndex.GetIndex() ); } pShader->FogToBlack(); } else { // Specify that we have XYZ texcoords that need to be divided by W before the pixel shader. // NOTE Tried to divide XY by Z, but doesn't work. // The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders. if ( !bDX9 ) { pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 0, true ); } VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); pShader->BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture, info.m_nFrame ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP ); pShader->BindTexture( SHADER_SAMPLER3, info.m_nIris, info.m_nIrisFrame ); #ifdef STDSHADER_DX9_DLL_EXPORT if ( bDX9 ) { #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( sdk_eyes_flashlight_vs20 ); 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_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_eyes_flashlight_vs20 ); } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_eyes_flashlight_vs30 ); 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_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_eyes_flashlight_vs30 ); } #endif // float vPSConst[4] = {params[info.m_nDilation]->GetFloatValue(), 0.0f, 0.0f, 0.0f}; // pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); SetFlashLightColorFromState( flashlightState, pShaderAPI ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D ); } pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows ); SET_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20b ); SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps20 ); } } #ifndef _X360 else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows ); SET_DYNAMIC_PIXEL_SHADER( sdk_eyes_flashlight_ps30 ); SetDepthFlashlightParams( pShader, pShaderAPI, worldToTexture, flashlightState ); } #endif } else // older asm shaders for DX8 #endif { sdk_eyes_flashlight_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); sdk_eyes_flashlight_ps11_Dynamic_Index pshIndex; pShaderAPI->SetPixelShaderIndex( pshIndex.GetIndex() ); } // This uses from VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 to VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 pShader->SetFlashlightVertexShaderConstants( false, -1, false, -1, false ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nEyeOrigin ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.m_nEyeUp ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, info.m_nIrisU ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, info.m_nIrisV ); } pShader->Draw(); }
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(); }
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(); }
//----------------------------------------------------------------------------- // Draws the shader //----------------------------------------------------------------------------- void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, bool hasFlashlight, VortWarp_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture(); bool hasDetailTexture = !hasBump && params[info.m_nDetail]->IsTexture(); bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool hasSelfIllumInEnvMapMask = ( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) && ( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ; bool bHasFlowMap = ( info.m_nFlowMap != -1 ) && params[info.m_nFlowMap]->IsTexture(); bool bHasSelfIllumMap = ( info.m_nSelfIllumMap != -1 ) && params[info.m_nSelfIllumMap]->IsTexture(); BlendType_t blendType; if ( params[info.m_nBaseTexture]->IsTexture() ) { blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true ); } else { blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false ); } if( pShader->IsSnapshotting() ) { // look at color and alphamod stuff. // Unlit generic never uses the flashlight bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture(); bool hasEnvmapMask = (hasSelfIllumInEnvMapMask || !hasFlashlight) && params[info.m_nEnvmapMask]->IsTexture(); bool bHasNormal = bVertexLitGeneric || hasEnvmap; if( hasFlashlight ) { hasEnvmapMask = false; } bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ); // 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() ); } if( hasFlashlight ) { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); } else { pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false ); } 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 ); } else { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true ); } else { pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false ); } } unsigned int flags = VERTEX_POSITION; int nTexCoordCount = 1; // texcoord0 : base texcoord int userDataSize = 0; if( bHasNormal ) { flags |= VERTEX_NORMAL; } if( hasBaseTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); } if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } } if( hasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); userDataSize = 4; // tangent S } if( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } if( hasBump ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); userDataSize = 4; // tangent S // Normalizing cube map pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if( hasVertexColor || hasVertexAlpha ) { flags |= VERTEX_COLOR; } pShaderShadow->EnableSRGBWrite( true ); if( bHasSelfIllumMap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); } if( bHasFlowMap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); Assert( hasBump ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_VERTEX_SHADER( vortwarp_vs20 ); DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND ); SET_STATIC_PIXEL_SHADER( vortwarp_ps20b ); } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_VERTEX_SHADER( vortwarp_vs30 ); DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND ); SET_STATIC_PIXEL_SHADER( vortwarp_ps30 ); } #endif if( hasFlashlight ) { pShader->FogToBlack(); } else { pShader->DefaultFog(); } if( blendType == BT_BLEND ) { pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaWrites( false ); } else { pShaderShadow->EnableAlphaWrites( true ); } // Lighting constants pShader->PI_BeginCommandBuffer(); if( hasBump ) { pShader->PI_SetPixelShaderAmbientLightCube( 5 ); pShader->PI_SetPixelShaderLocalLighting( 13 ); } pShader->PI_SetVertexShaderAmbientLightCube(); if ( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() ) { pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() ); } else { pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); } pShader->PI_EndCommandBuffer(); } else { bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture(); bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture(); if( hasBaseTexture ) { pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } if( hasEnvmap ) { pShader->BindTexture( SHADER_SAMPLER1, info.m_nEnvmap, info.m_nEnvmapFrame ); } if( hasDetailTexture ) { pShader->BindTexture( SHADER_SAMPLER2, info.m_nDetail, info.m_nDetailFrame ); } if( !g_pConfig->m_bFastNoBump ) { if( hasBump ) { pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame ); } } else { if( hasBump ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); } } if( hasEnvmapMask ) { pShader->BindTexture( SHADER_SAMPLER4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } if( hasFlashlight ) { Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); SetFlashLightColorFromState( state, pShaderAPI, false ); } // Set up light combo state LightState_t lightState = {0, false, false}; if ( bVertexLitGeneric && !hasFlashlight ) { pShaderAPI->GetDX9LightState( &lightState ); } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int numBones = pShaderAPI->GetCurrentNumBones(); Assert( hasBump ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ); float warpParam = params[info.m_nWarpParam]->GetFloatValue(); // float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue(); // DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f ); SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b ); } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ); float warpParam = params[info.m_nWarpParam]->GetFloatValue(); // float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue(); // DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f ); SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 ); } #endif pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); if( hasDetailTexture ) { pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); Assert( !hasBump ); } if( hasBump ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); Assert( !hasDetailTexture ); } if( hasEnvmapMask ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } if( hasEnvmap ) { pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true ); } pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast ); pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation ); pShader->SetPixelShaderConstant( 4, info.m_nSelfIllumTint ); if( hasBump ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); } if( bHasSelfIllumMap ) { pShader->BindTexture( SHADER_SAMPLER6, info.m_nSelfIllumMap, -1 ); } if( bHasFlowMap ) { pShader->BindTexture( SHADER_SAMPLER2, info.m_nFlowMap, -1 ); } float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 21 ); // dynamic drawing code that extends vertexlitgeneric float curTime = params[info.m_nWarpParam]->GetFloatValue(); float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; Assert( params[info.m_nEntityOrigin]->IsDefined() ); params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, timeVec, 1 ); curTime = pShaderAPI->CurrentTime(); timeVec[0] = curTime; timeVec[1] = curTime; timeVec[2] = curTime; timeVec[3] = curTime; pShaderAPI->SetPixelShaderConstant( 22, timeVec, 1 ); // flashlightfixme: put this in common code. 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( 22, 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( 23, pos, 1 ); pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 ); } } pShader->Draw(); }
void DrawAftershock( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, AftershockVars_t &info, VertexCompressionType_t vertexCompression ) { bool bBumpMapping = ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1; SHADOW_STATE { // 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( aftershock_vs20 ); SET_STATIC_VERTEX_SHADER( aftershock_vs20 ); // Pixel Shader if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20b ); SET_STATIC_PIXEL_SHADER( aftershock_ps20b ); } /*else { DECLARE_STATIC_PIXEL_SHADER( aftershock_ps20 ); SET_STATIC_PIXEL_SHADER( aftershock_ps20 ); }*/ // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB pShaderShadow->EnableSRGBWrite( true ); // Blending pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaWrites( false ); // !!! We need to turn this back on because EnableAlphaBlending() above disables it! //pShaderShadow->EnableDepthWrites( true ); } DYNAMIC_STATE { // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( aftershock_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( aftershock_vs20 ); // Set Vertex Shader Constants if ( info.m_nBumpTransform != -1 ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); } // Time % 1000 float vPackedVsConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; float flTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime(); vPackedVsConst1[0] = flTime; vPackedVsConst1[0] -= (float)( (int)( vPackedVsConst1[0] / 1000.0f ) ) * 1000.0f; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPackedVsConst1, 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( aftershock_ps20b ); SET_DYNAMIC_PIXEL_SHADER( aftershock_ps20b ); // Bind textures pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map if ( bBumpMapping ) { pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame ); } // Set Pixel Shader Constants float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 ); float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nBlurAmount ) ? params[info.m_nBlurAmount]->GetFloatValue() : kDefaultBlurAmount; vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount; vPackedConst1[3] = vPackedVsConst1[0]; // Time pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 ); // Refract color tint pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nColorTint ) ? params[info.m_nColorTint]->GetVecValue() : kDefaultColorTint, 1 ); // Silhouette values float vPackedConst8[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPackedConst8[0] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[0] : kDefaultSilhouetteColor[0]; vPackedConst8[1] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[1] : kDefaultSilhouetteColor[1]; vPackedConst8[2] = IS_PARAM_DEFINED( info.m_nSilhouetteColor ) ? params[info.m_nSilhouetteColor]->GetVecValue()[2] : kDefaultSilhouetteColor[2]; vPackedConst8[3] = IS_PARAM_DEFINED( info.m_nSilhouetteThickness ) ? params[info.m_nSilhouetteThickness]->GetFloatValue() : kDefaultSilhouetteThickness; pShaderAPI->SetPixelShaderConstant( 8, vPackedConst8, 1 ); // Ground min/max float vPackedConst9[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPackedConst9[0] = IS_PARAM_DEFINED( info.m_nGroundMin ) ? params[info.m_nGroundMin]->GetFloatValue() : kDefaultGroundMin; vPackedConst9[1] = IS_PARAM_DEFINED( info.m_nGroundMax ) ? params[info.m_nGroundMax]->GetFloatValue() : kDefaultGroundMax; pShaderAPI->SetPixelShaderConstant( 9, vPackedConst9, 1 ); // Set c0 and c1 to contain first two rows of ViewProj matrix VMatrix mView, mProj; pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] ); pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] ); VMatrix mViewProj = mView * mProj; mViewProj = mViewProj.Transpose3x3(); pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 ); } pShader->Draw(); }
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(); }
void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression ) { bool hasBump = params[BUMPMAP]->IsTexture(); 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 SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map int flags = VERTEX_POSITION | VERTEX_NORMAL; int nTexCoordCount = 1; int userDataSize = 0; if ( hasBump ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump map pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalization sampler for per-pixel lighting userDataSize = 4; // tangent S } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); if ( hasBump ) { #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( teeth_bump_vs20 ); // ps_2_b version which does phong if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20b ); SET_STATIC_PIXEL_SHADER( teeth_bump_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20 ); SET_STATIC_PIXEL_SHADER( teeth_bump_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( teeth_bump_vs30 ); DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 ); SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 ); } #endif } else { #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( teeth_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( teeth_ps20b ); SET_STATIC_PIXEL_SHADER( teeth_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( teeth_ps20 ); SET_STATIC_PIXEL_SHADER( teeth_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( teeth_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( teeth_vs30 ); DECLARE_STATIC_PIXEL_SHADER( teeth_ps30 ); SET_STATIC_PIXEL_SHADER( teeth_ps30 ); } #endif } // On DX9, do sRGB pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBWrite( true ); FogToFogColor(); pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); if ( hasBump ) { BindTexture( SHADER_SAMPLER1, BUMPMAP ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE ); pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); Vector4D lighting; params[FORWARD]->GetVecValue( lighting.Base(), 3 ); lighting[3] = params[ILLUMFACTOR]->GetFloatValue(); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() ); LightState_t lightState; pShaderAPI->GetDX9LightState( &lightState ); 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 ( hasBump ) { #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 ); 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_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 ); // ps_2_b version which does Phong if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { Vector4D vSpecExponent; vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 ); } } #ifndef _X360 else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 ); 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_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 ); Vector4D vSpecExponent; vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 ); } #endif } else { // For non-bumped case, ambient cube is computed in the vertex shader SetAmbientCubeDynamicStateVertexShader(); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs20 ); 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_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( teeth_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 ); } } #ifndef _X360 else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs30 ); 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_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( teeth_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 ); } #endif } if( params[INTRO]->GetIntValue() ) { float curTime = params[WARPPARAM]->GetFloatValue(); float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; Assert( params[ENTITYORIGIN]->IsDefined() ); params[ENTITYORIGIN]->GetVecValue( timeVec, 3 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 ); } } Draw(); }
void DrawCloakBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, CloakBlendedPassVars_t &info, VertexCompressionType_t vertexCompression ) { bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1; SHADOW_STATE { // 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 ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { // Vertex Shader DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs20 ); DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); // Vertex Shader DECLARE_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( cloak_blended_pass_vs30 ); // Pixel Shader DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps30 ); } #endif // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); if ( bBumpMapping ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB } pShaderShadow->EnableSRGBWrite( true ); // Blending pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaWrites( false ); // !!! We need to turn this back on because EnableAlphaBlending() above disables it! pShaderShadow->EnableDepthWrites( true ); } DYNAMIC_STATE { // Reset render state manually since we're drawing from two materials pShaderAPI->SetDefaultState(); // Set Vertex Shader Constants if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform ); } #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( cloak_blended_pass_vs30 ); // Set Pixel Shader Combos DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 ); SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps30 ); } #endif // Bind textures pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map if ( bBumpMapping ) { pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame ); } // Set Pixel Shader Constants float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 ); float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nCloakFactor ) ? params[info.m_nCloakFactor]->GetFloatValue() : kDefaultCloakFactor; vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nRefractAmount ) ? params[info.m_nRefractAmount]->GetFloatValue() : kDefaultRefractAmount; pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 ); // Refract color tint pShaderAPI->SetPixelShaderConstant( 7, IS_PARAM_DEFINED( info.m_nCloakColorTint ) ? params[info.m_nCloakColorTint]->GetVecValue() : kDefaultCloakColorTint, 1 ); // Set c0 and c1 to contain first two rows of ViewProj matrix VMatrix mView, mProj; pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] ); pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] ); VMatrix mViewProj = mView * mProj; mViewProj = mViewProj.Transpose3x3(); pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 ); } pShader->Draw(); }
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 DrawPassGBuffer( const defParms_gBuffer &info, CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext ) { const bool bDeferredShading = DEFCFG_DEFERRED_SHADING == 1; const bool bModel = info.bModel; const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL ); const bool bFastVTex = g_pHardwareConfig->HasFastVertexTextures(); const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL ); const bool bAlbedo = PARM_TEX( info.iAlbedo ); const bool bAlbedo2 = bDeferredShading && PARM_TEX( info.iAlbedo2 ); const bool bAlbedo3 = bDeferredShading && PARM_TEX( info.iAlbedo3 ); const bool bAlbedo4 = bDeferredShading && PARM_TEX( info.iAlbedo4 ); const bool bBumpmap = PARM_TEX( info.iBumpmap ); const bool bBumpmap2 = bBumpmap && PARM_TEX( info.iBumpmap2 ); const bool bBumpmap3 = bBumpmap && PARM_TEX( info.iBumpmap3 ); const bool bBumpmap4 = bBumpmap && PARM_TEX( info.iBumpmap4 ); const bool bPhongmap = PARM_TEX( info.iPhongmap ); const bool bMultiBlend = PARM_SET( info.iMultiblend ); const bool bMultiBlendBump = bMultiBlend && bBumpmap; const bool bBlendmodulate = ( bAlbedo2 || bBumpmap2 || bMultiBlendBump ) && PARM_TEX( info.iBlendmodulate ); const bool bBlendmodulate2 = bBlendmodulate && PARM_TEX( info.iBlendmodulate2 ); const bool bBlendmodulate3 = bBlendmodulate && PARM_TEX( info.iBlendmodulate3 ); const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo; const bool bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) && bAlbedo && bIsDecal; const bool bSSBump = bBumpmap && PARM_SET( info.iSSBump ); Assert( !bIsDecal || bDeferredShading ); Assert( !bTranslucent || bDeferredShading ); SHADOW_STATE { pShaderShadow->SetDefaultState(); pShaderShadow->EnableSRGBWrite( false ); if ( bNoCull ) { pShaderShadow->EnableCulling( false ); } int iVFmtFlags = VERTEX_POSITION | VERTEX_NORMAL; int iUserDataSize = 0; int *pTexCoordDim; int iTexCoordNum; GetTexcoordSettings( ( bModel && bIsDecal && bFastVTex ), bMultiBlend, iTexCoordNum, &pTexCoordDim ); if ( bModel ) { iVFmtFlags |= VERTEX_FORMAT_COMPRESSED; } else { if ( bBumpmap2 || bAlbedo2 ) iVFmtFlags |= VERTEX_COLOR; } if ( bAlphatest || bDeferredShading ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); } if ( bBumpmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); if ( bModel ) iUserDataSize = 4; else { iVFmtFlags |= VERTEX_TANGENT_SPACE; } } if ( bPhongmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false ); } if ( bAlbedo2 || bBumpmap2 || bMultiBlendBump ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if ( bAlbedo2 ) pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); if ( bBlendmodulate ) pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if ( bMultiBlendBump ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); if ( bDeferredShading ) { pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); } if ( bBlendmodulate ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); } } pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->VertexShaderVertexFormat( iVFmtFlags, iTexCoordNum, pTexCoordDim, iUserDataSize ); if ( bTranslucent ) { pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } DECLARE_STATIC_VERTEX_SHADER( gbuffer_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel ); SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, bBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP2, bBumpmap2 && !bMultiBlend ); SET_STATIC_VERTEX_SHADER_COMBO( BLENDMODULATE, bBlendmodulate ); SET_STATIC_VERTEX_SHADER_COMBO( MULTIBLEND, bMultiBlendBump ); SET_STATIC_VERTEX_SHADER( gbuffer_vs30 ); #if DEFCFG_DEFERRED_SHADING == 1 DECLARE_STATIC_PIXEL_SHADER( gbuffer_defshading_ps30 ); #else DECLARE_STATIC_PIXEL_SHADER( gbuffer_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, bBumpmap2 && !bMultiBlend ); #endif SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpmap ? bSSBump ? 2 : 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( NOCULL, bNoCull ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGMAP, bPhongmap ); SET_STATIC_PIXEL_SHADER_COMBO( BLENDMODULATE, bBlendmodulate ); SET_STATIC_PIXEL_SHADER_COMBO( MULTIBLEND, bMultiBlendBump ); #if DEFCFG_DEFERRED_SHADING == 1 SET_STATIC_PIXEL_SHADER_COMBO( TWOTEXTURE, (bAlbedo2 || bBumpmap2) && !bMultiBlend ); SET_STATIC_PIXEL_SHADER_COMBO( DECAL, bIsDecal ); SET_STATIC_PIXEL_SHADER( gbuffer_defshading_ps30 ); #else SET_STATIC_PIXEL_SHADER( gbuffer_ps30 ); #endif } DYNAMIC_STATE { Assert( pDeferredContext != NULL ); if ( pDeferredContext->m_bMaterialVarsChanged || !pDeferredContext->HasCommands( CDeferredPerMaterialContextData::DEFSTAGE_GBUFFER ) ) { tmpBuf.Reset(); if ( bAlphatest ) { PARM_VALIDATE( info.iAlphatestRef ); tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) ); } if ( bAlphatest || bDeferredShading ) { if ( bAlbedo ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } if ( bBumpmap ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER1, info.iBumpmap ); if ( bPhongmap ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER2, info.iPhongmap ); else { float flPhongExp[2] = { 0 }; flPhongExp[0] = clamp( PARM_FLOAT( info.iPhongExp ), 0, 1 ) * 63.0f; if ( bBumpmap2 || bAlbedo2 ) { PARM_VALIDATE( info.iPhongExp2 ); flPhongExp[1] = clamp( PARM_FLOAT( info.iPhongExp2 ), 0, 1 ) * 63.0f; tmpBuf.SetPixelShaderConstant2( 2, flPhongExp[0], flPhongExp[1] ); } else tmpBuf.SetPixelShaderConstant1( 2, flPhongExp[0] ); } if ( bAlbedo2 || bBumpmap2 || bMultiBlendBump ) { if ( bBumpmap2 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iBumpmap2 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); if ( bAlbedo2 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER9, info.iAlbedo2 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_GREY ); if ( bBlendmodulate ) { tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.iBlendmodulateTransform ); tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iBlendmodulate ); } } if ( bMultiBlendBump ) { if ( bBumpmap3 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER5, info.iBumpmap3 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT ); if ( bBumpmap4 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER6, info.iBumpmap4 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALMAP_FLAT ); if ( bAlbedo3 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER10, info.iAlbedo3 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_GREY ); if ( bAlbedo4 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER11, info.iAlbedo4 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER11, TEXTURE_GREY ); if ( bBlendmodulate ) { tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.iBlendmodulateTransform2 ); tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.iBlendmodulateTransform3 ); if ( bBlendmodulate2 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iBlendmodulate2 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BLACK ); if ( bBlendmodulate3 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER8, info.iBlendmodulate3 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BLACK ); } } tmpBuf.SetPixelShaderConstant2( 1, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ? 1.0f : 0.0f, PARM_SET( info.iLitface ) ? 1.0f : 0.0f ); tmpBuf.End(); pDeferredContext->SetCommands( CDeferredPerMaterialContextData::DEFSTAGE_GBUFFER, tmpBuf.Copy() ); } pShaderAPI->SetDefaultState(); if ( bModel && bFastVTex ) pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( gbuffer_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (bModel && (int)vertexCompression) ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, (bModel && pShaderAPI->GetCurrentNumBones() > 0) ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, (bModel && pShaderAPI->IsHWMorphingEnabled()) ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER( gbuffer_vs30 ); #if DEFCFG_DEFERRED_SHADING == 1 DECLARE_DYNAMIC_PIXEL_SHADER( gbuffer_defshading_ps30 ); SET_DYNAMIC_PIXEL_SHADER( gbuffer_defshading_ps30 ); #else DECLARE_DYNAMIC_PIXEL_SHADER( gbuffer_ps30 ); SET_DYNAMIC_PIXEL_SHADER( gbuffer_ps30 ); #endif if ( bModel && bFastVTex ) { bool bUnusedTexCoords[3] = { false, true, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } float vPos[4] = {0,0,0,0}; pShaderAPI->GetWorldSpaceCameraPosition( vPos ); float zScale[4] = {GetDeferredExt()->GetZScale(),0,0,0}; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPos ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, GetDeferredExt()->GetForwardBase() ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, zScale ); pShader->LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_AMBIENT_LIGHT ); pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_GBUFFER ) ); } pShader->Draw(); }
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; 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 ); NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE; if ( g_pHardwareConfig->SupportsNormalMapCompression() ) { ITexture *pBumpTex = params[info.m_nNormalMap]->GetTextureValue(); if ( pBumpTex ) { nNormalDecodeMode = pBumpTex->GetNormalDecodeMode(); if ( bSecondaryNormal ) // Check encoding of secondary normal if there is one { ITexture *pBumpTex2 = params[info.m_nNormalMap2]->GetTextureValue(); if ( pBumpTex2 && ( pBumpTex2->GetNormalDecodeMode() != nNormalDecodeMode ) ) { DevMsg("Refract: Primary and Secondary normal map compression formats don't match. This is unsupported!\n"); Assert(0); } } } } 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, true ); // normal map pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Normal map alpha, in the compressed normal case } if ( bSecondaryNormal ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Secondary normal map alpha, in the compressed normal case } } 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( sdk_refract_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER_COMBO( COLORMODULATE, bColorModulate ); SET_STATIC_VERTEX_SHADER( sdk_refract_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_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( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); SET_STATIC_PIXEL_SHADER( sdk_refract_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_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( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); SET_STATIC_PIXEL_SHADER( sdk_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 ); } if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShader->BindTexture( SHADER_SAMPLER3, SHADER_SAMPLER6, info.m_nNormalMap, info.m_nBumpFrame ); } else { pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); } if ( bSecondaryNormal ) { if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShader->BindTexture( SHADER_SAMPLER1, SHADER_SAMPLER7, info.m_nNormalMap2, info.m_nBumpFrame2 ); } else { 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( sdk_refract_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_refract_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_refract_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteZ && bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( sdk_refract_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_refract_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_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 cVs3[4] = { c5[3], 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, cVs3, 1 ); } pShader->Draw(); }
void DrawPassLightPassVolum( const lightPassParms &info, CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression ) { const bool bWorldProjection = PARM_SET( info.iWorldProjection ); const int iLightType = PARM_INT( info.iLightTypeVar ); const bool bPoint = iLightType == DEFLIGHTTYPE_POINT; SHADOW_STATE { pShaderShadow->SetDefaultState(); pShaderShadow->EnableDepthTest( false ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableCulling( true ); pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); for ( int i = 0; i < FREE_LIGHT_SAMPLERS; i++ ) { pShaderShadow->EnableTexture( (Sampler_t)( FIRST_LIGHT_SAMPLER + i ), true ); } pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, NULL, 0 ); DECLARE_STATIC_VERTEX_SHADER( defconstruct_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( USEWORLDTRANSFORM, bWorldProjection ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( SENDWORLDPOS, bWorldProjection ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( defconstruct_vs30 ); switch ( iLightType ) { case DEFLIGHTTYPE_POINT: { DECLARE_STATIC_PIXEL_SHADER( volumpass_point_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( USEWORLDTRANSFORM, bWorldProjection ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( volumpass_point_ps30 ); } break; case DEFLIGHTTYPE_SPOT: { DECLARE_STATIC_PIXEL_SHADER( volumpass_spot_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( USEWORLDTRANSFORM, bWorldProjection ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( volumpass_spot_ps30 ); } break; } } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); CDeferredExtension *pExt = GetDeferredExt(); const volumeData_t &vData = GetDeferredExt()->GetVolumeData(); Assert( pExt->GetActiveLightData() != NULL ); Assert( pExt->GetActiveLights_NumRows() != NULL ); const int iNumShadowedCookied = vData.bHasCookie ? 1:0; const int iNumShadowed = vData.bHasCookie ? 0:1; Assert( (iNumShadowedCookied + iNumShadowed) == 1 ); Assert( iNumShadowedCookied <= pExt->GetNumActiveLights_ShadowedCookied() ); Assert( iNumShadowed <= pExt->GetNumActiveLights_Shadowed() ); DECLARE_DYNAMIC_VERTEX_SHADER( defconstruct_vs30 ); SET_DYNAMIC_VERTEX_SHADER( defconstruct_vs30 ); switch ( iLightType ) { case DEFLIGHTTYPE_POINT: { DECLARE_DYNAMIC_PIXEL_SHADER( volumpass_point_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_SHADOWED_COOKIE, iNumShadowedCookied ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_SHADOWED, iNumShadowed ); SET_DYNAMIC_PIXEL_SHADER( volumpass_point_ps30 ); } break; case DEFLIGHTTYPE_SPOT: { DECLARE_DYNAMIC_PIXEL_SHADER( volumpass_spot_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_SHADOWED_COOKIE, iNumShadowedCookied ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_SHADOWED, iNumShadowed ); SET_DYNAMIC_PIXEL_SHADER( volumpass_spot_ps30 ); } break; } pShader->BindTexture( SHADER_SAMPLER0, GetDeferredExt()->GetTexture_VolumePrePass() ); pShader->BindTexture( SHADER_SAMPLER1, GetDeferredExt()->GetTexture_Depth() ); int iSampler = 0; int iShadow = vData.iSamplerOffset; int iCookie = vData.iSamplerOffset; for ( ; iSampler < (iNumShadowedCookied*2);) { ITexture *pDepth = bPoint ? GetDeferredExt()->GetTexture_ShadowDepth_DP(iShadow) : GetDeferredExt()->GetTexture_ShadowDepth_Proj(iShadow); pShader->BindTexture( (Sampler_t)( FIRST_LIGHT_SAMPLER + iSampler ), pDepth ); pShader->BindTexture( (Sampler_t)( FIRST_LIGHT_SAMPLER + iSampler + 1 ), GetDeferredExt()->GetTexture_Cookie(iCookie) ); iSampler += 2; iShadow++; iCookie++; } for ( ; iSampler < (iNumShadowedCookied*2+iNumShadowed); ) { ITexture *pDepth = bPoint ? GetDeferredExt()->GetTexture_ShadowDepth_DP(iShadow) : GetDeferredExt()->GetTexture_ShadowDepth_Proj(iShadow); pShader->BindTexture( (Sampler_t)( FIRST_LIGHT_SAMPLER + iSampler ), pDepth ); iSampler++; iShadow++; } const int frustumReg = bWorldProjection ? 3 : VERTEX_SHADER_SHADER_SPECIFIC_CONST_0; CommitBaseDeferredConstants_Frustum( pShaderAPI, frustumReg, !bWorldProjection ); CommitBaseDeferredConstants_Origin( pShaderAPI, 0 ); pShaderAPI->SetPixelShaderConstant( FIRST_SHARED_LIGHTDATA_CONSTANT, pExt->GetActiveLightData() + vData.iDataOffset, vData.iNumRows ); if ( bWorldProjection ) { CommitHalfScreenTexel( pShaderAPI, 6 ); } } pShader->Draw(); }
//----------------------------------------------------------------------------- // Draws the shader //----------------------------------------------------------------------------- void DrawVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info ) { Assert( info.m_nPhong >= 0 ); if( params[info.m_nPhong]->GetIntValue() ) { DrawSkin_DX9( pShader, params, pShaderAPI, pShaderShadow, true, info ); return; } bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture(); bool hasDetailTexture = !hasBump && params[info.m_nDetail]->IsTexture(); bool hasDiffuseLighting = bVertexLitGeneric; bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool hasSelfIllumInEnvMapMask = ( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) && ( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ; bool bAmbientOnly = (info.m_nAmbientOnly != -1) && (params[info.m_nAmbientOnly]->GetIntValue() == 1); BlendType_t blendType; if ( params[info.m_nBaseTexture]->IsTexture() ) { blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true ); } else { blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false ); } if( pShader->IsSnapshotting() ) { // look at color and alphamod stuff. // Unlit generic never uses the flashlight bool hasFlashlight = hasDiffuseLighting && CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT ); bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture(); bool hasEnvmapMask = (hasSelfIllumInEnvMapMask || !hasFlashlight) && params[info.m_nEnvmapMask]->IsTexture(); bool bHasNormal = bVertexLitGeneric || hasEnvmap; bool hasSelfIllum = !hasFlashlight && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); if( hasFlashlight ) hasEnvmapMask = false; bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ); // 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() ); } if( hasFlashlight ) { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); } else { pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false ); } 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 ); } else { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true ); } else { pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false ); } } unsigned int flags = VERTEX_POSITION; if( bHasNormal ) { flags |= VERTEX_NORMAL; } int userDataSize = 0; if( hasBaseTexture ) { pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE0, true ); } if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE1, true ); } } if( hasFlashlight ) { pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE7, true ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true ); userDataSize = 4; // tangent S } if( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true ); } if( hasBump ) { pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true ); userDataSize = 4; // tangent S // Normalizing cube map pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE5, true ); } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true ); } if( hasVertexColor || hasVertexAlpha ) { flags |= VERTEX_COLOR; } pShaderShadow->EnableSRGBWrite( true ); // texcoord0 : base texcoord const int numTexCoords = 1; int numBoneWeights = 0; if( IS_FLAG_SET( MATERIAL_VAR_MODEL ) ) { numBoneWeights = 3; flags |= VERTEX_BONE_INDEX; } pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, numBoneWeights, userDataSize ); if ( hasBump ) { DECLARE_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 ); DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 ); } else { DECLARE_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor || hasVertexAlpha ); SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 ); DECLARE_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( hasEnvmapMask ) ) ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting ); 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( VERTEXCOLOR, hasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXALPHA, hasVertexAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 ); } if( hasFlashlight ) { pShader->FogToBlack(); } else { pShader->DefaultFog(); } // HACK HACK HACK - enable alpha writes all the time so that we have them for // underwater stuff if( blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ) { pShaderShadow->EnableAlphaWrites( true ); } } else { bool hasFlashlight = hasDiffuseLighting && pShaderAPI->InFlashlightMode(); bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture(); bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture(); if( hasBaseTexture ) { pShader->BindTexture( SHADER_TEXTURE_STAGE0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } if( hasEnvmap ) { pShader->BindTexture( SHADER_TEXTURE_STAGE1, info.m_nEnvmap, info.m_nEnvmapFrame ); } if( hasDetailTexture ) { pShader->BindTexture( SHADER_TEXTURE_STAGE2, info.m_nDetail, info.m_nDetailFrame ); } if( !g_pConfig->m_bFastNoBump ) { if( hasBump ) { pShader->BindTexture( SHADER_TEXTURE_STAGE3, info.m_nBumpmap, info.m_nBumpFrame ); } } else { if( hasBump ) { pShaderAPI->BindFlatNormalMap( SHADER_TEXTURE_STAGE3 ); } } if( hasEnvmapMask ) { pShader->BindTexture( SHADER_TEXTURE_STAGE4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } bool bHasFlashlightDepth = false; if( hasFlashlight ) { Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); pShader->BindTexture( SHADER_TEXTURE_STAGE7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); SetFlashLightColorFromState( state, pShaderAPI ); if( pFlashlightDepthTexture ) { pShader->BindTexture( SHADER_TEXTURE_STAGE4, pFlashlightDepthTexture, 0 ); bHasFlashlightDepth = true; } } int lightCombo = 0; if( bVertexLitGeneric && !hasFlashlight ) { lightCombo = pShaderAPI->GetCurrentLightCombo(); } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; int numBones = pShaderAPI->GetCurrentNumBones(); if ( hasBump ) { DECLARE_DYNAMIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHT_COMBO, lightCombo ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_BONES, numBones ); SET_DYNAMIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_bump_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHT_COMBO, lightCombo ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTH, bHasFlashlightDepth ); SET_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_bump_ps20 ); } else { if ( bAmbientOnly ) // Override selected light combo to be ambient only lightCombo = 2; DECLARE_DYNAMIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHT_COMBO, lightCombo ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_BONES, numBones ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, hasDiffuseLighting && pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0); SET_DYNAMIC_VERTEX_SHADER( sdk_vertexlit_and_unlit_generic_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, hasDiffuseLighting && pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTH, bHasFlashlightDepth ); SET_DYNAMIC_PIXEL_SHADER( sdk_vertexlit_and_unlit_generic_ps20 ); } pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); if( hasDetailTexture ) { pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); Assert( !hasBump ); } if( hasBump ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); Assert( !hasDetailTexture ); } if( hasEnvmapMask ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } if( hasEnvmap ) { pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true ); } if( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() ) { pShader->SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() ); } else { pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); } pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast ); pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation ); pShader->SetPixelShaderConstant( 4, info.m_nSelfIllumTint ); pShader->SetAmbientCubeDynamicStateVertexShader(); if( hasBump ) { pShaderAPI->BindSignedNormalizationCubeMap( SHADER_TEXTURE_STAGE5 ); pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 ); pShaderAPI->CommitPixelShaderLighting( 13 ); } if( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) { pShader->SetWaterFogColorPixelShaderConstantLinear( 19 ); } float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 21 ); // flashlightfixme: put this in common code. 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_FarZ; pShaderAPI->SetPixelShaderConstant( 22, 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] = 1.0f; pShaderAPI->SetPixelShaderConstant( 23, pos, 1 ); pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 ); } } }
void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture ); bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false; SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Cornea normal pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Iris pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Cube reflection pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Ambient occlusion // 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 ); if ( bDiffuseWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Light warp } int nShadowFilterMode = 0; if ( bDrawFlashlightAdditivePass == true ) { if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats } pShaderShadow->EnableDepthWrites( false ); pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Write over the eyes that were already there pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight cookie } #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( sdk_eye_refract_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_eye_refract_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false ); bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false ); DECLARE_STATIC_PIXEL_SHADER( sdk_eye_refract_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( sdk_eye_refract_ps20b ); if ( bDrawFlashlightAdditivePass == true ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 ); pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map } } else { DECLARE_STATIC_PIXEL_SHADER( sdk_eye_refract_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( sdk_eye_refract_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_eye_refract_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_eye_refract_vs30 ); bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false ); bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false ); DECLARE_STATIC_PIXEL_SHADER( sdk_eye_refract_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( sdk_eye_refract_ps30 ); if ( bDrawFlashlightAdditivePass == true ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Shadow depth map pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Noise map } } #endif // On DX9, get the gamma read and write correct //pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false ); // Cornea normal pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Iris pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Cube map reflection pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Ambient occlusion pShaderShadow->EnableSRGBWrite( true ); if ( bDiffuseWarp ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); // Light Warp } if ( bDrawFlashlightAdditivePass == true ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); // Flashlight cookie } // Fog if ( bDrawFlashlightAdditivePass == true ) { pShader->FogToBlack(); } else { pShader->FogToFogColor(); } } DYNAMIC_STATE { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture = NULL; FlashlightState_t flashlightState; bool bFlashlightShadows = false; if ( bDrawFlashlightAdditivePass == true ) { flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = flashlightState.m_bEnableShadows; } pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture ); pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame ); pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap ); pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture ); if ( bDiffuseWarp ) { if ( r_lightwarpidentity.GetBool() ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP ); } else { pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture ); } } if ( bDrawFlashlightAdditivePass == true ) pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); pShader->SetAmbientCubeDynamicStateVertexShader(); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU ); pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV ); if ( bDrawFlashlightAdditivePass == true ) pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 ); LightState_t lightState = { 0, false, false }; if ( bDrawFlashlightAdditivePass == false ) { pShaderAPI->GetDX9LightState( &lightState ); } #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( sdk_eye_refract_vs20 ); 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_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_eye_refract_vs20 ); } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_eye_refract_vs30 ); 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_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_eye_refract_vs30 ); } #endif // Get luminance of ambient cube and saturate it float fAverageAmbient = max(0.0f, min( pShaderAPI->GetAmbientLightCubeLuminance(), 1.0f ) ); // Special constant for DX9 eyes: { Dilation, Glossiness, x, x }; float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation; vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness; vPSConst[2] = fAverageAmbient; vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength; pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 ); pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 ); pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 ); pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 ); float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 ); pShaderAPI->SetPixelShaderConstant( 5, IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ? params[info.m_nAmbientOcclColor]->GetVecValue() : kDefaultAmbientOcclColor, 1 ); float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; //vPackedConst6[0] Unused vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius; //vPackedConst6[2] = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? params[info.m_nRaytraceSphere]->GetFloatValue() : kDefaultRaytraceSphere; vPackedConst6[3] = IS_PARAM_DEFINED( info.m_nParallaxStrength ) ? params[info.m_nParallaxStrength]->GetFloatValue() : kDefaultParallaxStrength; pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 ); float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0; // Controls for lerp-style paths through shader code float vShaderControls[4] = { fPixelFogType, 0, 0, 0 }; pShaderAPI->SetPixelShaderConstant( 10, vShaderControls, 1 ); if ( bDrawFlashlightAdditivePass == true ) { SetFlashLightColorFromState( flashlightState, pShaderAPI ); if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D ); } } // Flashlight tax #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20b ); } else // ps.2.0 { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps20 ); } } #ifndef _X360 else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( sdk_eye_refract_ps30 ); } #endif pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); if ( bDrawFlashlightAdditivePass == true ) { float atten[4], pos[4], tweaks[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; pShaderAPI->SetPixelShaderConstant( 7, atten, 1 ); pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; pShaderAPI->SetPixelShaderConstant( 8, pos, 1 ); //pShaderAPI->SetPixelShaderConstant( 9, worldToTexture.Base(), 4 ); //10 //11 //12 pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture[0], 1 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, worldToTexture[1], 1 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, worldToTexture[2], 1 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, worldToTexture[3], 1 ); // Tweaks associated with a given flashlight tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution; tweaks[1] = ShadowAttenFromState( flashlightState ); pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); pShaderAPI->SetPixelShaderConstant( 9, 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; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); } else // Lighting constants when not drawing flashlight { pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); } // Intro tax if ( bIntro ) { float curTime = params[info.m_nWarpParam]->GetFloatValue(); float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; if ( IS_PARAM_DEFINED( info.m_nEntityOrigin ) ) { params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 ); } pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, timeVec, 1 ); } } pShader->Draw(); }
inline void DrawReflectionRefraction( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, bool bReflection, bool bRefraction ) { 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 SHADOW_STATE { SetInitialShadowState( ); if( bRefraction ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); } } if( bReflection ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } } if( params[BASETEXTURE]->IsTexture() ) { // BASETEXTURE pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // LIGHTMAP pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if ( params[ENVMAPMASK]->IsTexture() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); } } // normal map pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T; // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords = 1; if( params[BASETEXTURE]->IsTexture() ) { numTexCoords = 3; } pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 ); if ( IS_FLAG_SET(MATERIAL_VAR_TRANSLUCENT ) ) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedreflective_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_VERTEX_SHADER( sdk_lightmappedreflective_vs20 ); // "REFLECT" "0..1" // "REFRACT" "0..1" if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( REFLECT, bReflection ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, bRefraction ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, params[ENVMAPMASK]->IsTexture() && params[BASETEXTURE]->IsTexture() ); SET_STATIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20 ); } FogToFogColor(); if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) { // we are writing linear values from this shader. pShaderShadow->EnableSRGBWrite( true ); } pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } DYNAMIC_STATE { if( bRefraction ) { // HDRFIXME: add comment about binding.. Specify the number of MRTs in the enable BindTexture( SHADER_SAMPLER0, REFRACTTEXTURE, -1 ); } if( bReflection ) { BindTexture( SHADER_SAMPLER2, REFLECTTEXTURE, -1 ); } BindTexture( SHADER_SAMPLER4, NORMALMAP, BUMPFRAME ); if( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, BASETEXTURETRANSFORM ); if ( params[ENVMAPMASK]->IsTexture() ) { BindTexture( SHADER_SAMPLER6, ENVMAPMASK, ENVMAPMASKFRAME ); } } // Refraction tint if( bRefraction ) { SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT ); } // Reflection tint if( bReflection ) { SetPixelShaderConstantGammaToLinear( 4, REFLECTTINT ); } SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); float c0[4] = { 1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 0, c0, 1 ); float c2[4] = { 0.5f, 0.5f, 0.5f, 0.5f }; pShaderAPI->SetPixelShaderConstant( 2, c2, 1 ); // fresnel constants float flFresnelFactor = params[MAXREFLECTIVITY]->GetFloatValue() - params[MINREFLECTIVITY]->GetFloatValue(); float c3[4] = { flFresnelFactor, params[FRESNELPOWER]->GetFloatValue(), params[MINREFLECTIVITY]->GetFloatValue(), 0.0f }; pShaderAPI->SetPixelShaderConstant( 3, c3, 1 ); float c5[4] = { params[REFLECTAMOUNT]->GetFloatValue(), params[REFLECTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue() }; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); pShaderAPI->SetPixelShaderFogParams( 8 ); DECLARE_DYNAMIC_VERTEX_SHADER( sdk_lightmappedreflective_vs20 ); SET_DYNAMIC_VERTEX_SHADER( sdk_lightmappedreflective_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_lightmappedreflective_ps20 ); } } Draw(); }
void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0); bool hasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture(); bool hasPhongExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture(); bool hasPhongTintMap = hasPhongExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 ); bool bHasRimLight = (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 ); bool bHasRimMaskMap = hasPhongExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 ); SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); pShader->SetInitialShadowState( ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Always SRGB read on base map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Refraction map sampler... pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBWrite( true ); unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int nTexCoordCount = 1; int userDataSize = 0; 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 ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( cloak_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( cloak_vs20 ); // Bind ps_2_b shader so we can get Phong terms if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( cloak_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); SET_STATIC_PIXEL_SHADER( cloak_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( cloak_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); SET_STATIC_PIXEL_SHADER( cloak_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( cloak_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( cloak_vs30 ); // Bind ps_2_b shader so we can get Phong terms DECLARE_STATIC_PIXEL_SHADER( cloak_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); SET_STATIC_PIXEL_SHADER( cloak_ps30 ); } #endif pShader->DefaultFog(); if( bMasked ) { pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); } } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); // Bind textures pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, 0 ); // Base Map pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); // Normal Map pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Normalization cube map if ( hasDiffuseWarp ) { if ( r_lightwarpidentity.GetBool() ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_IDENTITY_LIGHTWARP ); } else { pShader->BindTexture( SHADER_SAMPLER1, info.m_nDiffuseWarpTexture ); // Light warp texture } } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; LightState_t lightState; pShaderAPI->GetDX9LightState( &lightState ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( cloak_vs20 ); // Bind ps_2_b shader so we can get Phong, rim and a cloudier refraction if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( cloak_ps20b ); } else { // JasonM Hack // // In general, cloaking on ps_2_0 needs re-working for multipass...yuck... // int nPS20NumLights = max( lightState.m_nNumLights, 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nPS20NumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( cloak_ps20 ); } } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( cloak_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( cloak_ps30 ); } #endif pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShader->SetPixelShaderConstant( 27, info.m_nRefractTint ); } else { pShader->SetPixelShaderConstantGammaToLinear( 27, info.m_nRefractTint ); } pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); // 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, 1}, vRimBoost[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 ( (info.m_nPhongTint != -1 ) && params[info.m_nPhongTint]->IsDefined() ) // Get the tint parameter params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 4); // 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 power (goes in w of flashlight position) if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() ) { vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue(); } // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term if ( bHasRimMaskMap ) { float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code vRimMaskControl[0] = params[info.m_nRimMask]->GetFloatValue(); pShaderAPI->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 ( hasPhongTintMap ) // 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; } } 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 ) &¶ms[info.m_nPhongBoost]->IsDefined() ) // Grab optional phong boost param vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue(); else vFresnelRanges_SpecBoost[3] = 1.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); // Lighting constants pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); // 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 ); // Cloaking control constants float vCloakControls[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 3, vCloakControls, 1 ); } pShader->Draw(); }
void CBaseVSShader::DrawFlashlight_dx90( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars ) { // FLASHLIGHTFIXME: hack . . need to fix the vertex shader so that it can deal with and without bumps for vertexlitgeneric if( !vars.m_bLightmappedGeneric ) { vars.m_bBump = false; } bool bBump2 = vars.m_bWorldVertexTransition && vars.m_bBump && vars.m_nBumpmap2Var != -1 && params[vars.m_nBumpmap2Var]->IsTexture(); bool bSeamless = vars.m_fSeamlessScale != 0.0; bool bDetail = vars.m_bLightmappedGeneric && (vars.m_nDetailVar != -1) && params[vars.m_nDetailVar]->IsDefined() && (vars.m_nDetailScale != -1); int nDetailBlendMode = 0; if ( bDetail ) { nDetailBlendMode = GetIntParam( vars.m_nDetailTextureCombineMode, params ); ITexture *pDetailTexture = params[vars.m_nDetailVar]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( vars.m_bBump ) nDetailBlendMode = 10; // ssbump else nDetailBlendMode = 11; // ssbump_nobump } } if( pShaderShadow ) { SetInitialShadowState(); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( false ); // Alpha blend SetAdditiveBlendingShadowState( BASETEXTURE, true ); // Alpha test pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) ); if ( vars.m_nAlphaTestReference != -1 && params[vars.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[vars.m_nAlphaTestReference]->GetFloatValue() ); } // Spot sampler pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base sampler pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Normalizing cubemap sampler pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalizing cubemap sampler2 or normal map sampler pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // RandomRotation sampler pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight depth sampler pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 ); if( vars.m_bWorldVertexTransition ) { // $basetexture2 pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); } if( bBump2 ) { // Normalmap2 sampler pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); } if( bDetail ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // detail sampler if ( nDetailBlendMode == 1 ) pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true ); } pShaderShadow->EnableSRGBWrite( true ); if( vars.m_bLightmappedGeneric ) { #ifndef _X360 if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition ); SET_STATIC_VERTEX_SHADER_COMBO( NORMALMAP, vars.m_bBump ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamless ); SET_STATIC_VERTEX_SHADER_COMBO( DETAIL, bDetail ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs30 ); } else #endif { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition ); SET_STATIC_VERTEX_SHADER_COMBO( NORMALMAP, vars.m_bBump ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamless ); SET_STATIC_VERTEX_SHADER_COMBO( DETAIL, bDetail ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 ); } unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; if( vars.m_bBump ) { flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; } int numTexCoords = 1; if( vars.m_bWorldVertexTransition ) { flags |= VERTEX_COLOR; numTexCoords = 2; // need lightmap texcoords to get alpha. } pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); } else { // Need a 3.0 vs here? DECLARE_STATIC_VERTEX_SHADER( vertexlitgeneric_flashlight_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( TEETH, vars.m_bTeeth ); SET_STATIC_VERTEX_SHADER( vertexlitgeneric_flashlight_vs20 ); unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int numTexCoords = 1; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, vars.m_bBump ? 4 : 0 ); } int nBumpMapVariant = 0; if ( vars.m_bBump ) { nBumpMapVariant = ( vars.m_bSSBump ) ? 2 : 1; } #ifndef _X360 if ( g_pHardwareConfig->HasFastVertexTextures() ) { int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); DECLARE_STATIC_PIXEL_SHADER( flashlight_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, nBumpMapVariant ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP2, bBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamless ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bDetail ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( flashlight_ps30 ); } else #endif if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); DECLARE_STATIC_PIXEL_SHADER( flashlight_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, nBumpMapVariant ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP2, bBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamless ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bDetail ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( flashlight_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( flashlight_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, nBumpMapVariant ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP2, bBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamless ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bDetail ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER( flashlight_ps20 ); } FogToBlack(); PI_BeginCommandBuffer(); PI_SetModulationPixelShaderDynamicState( PSREG_DIFFUSE_MODULATION ); PI_EndCommandBuffer(); } else { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); SetFlashLightColorFromState( flashlightState, pShaderAPI, false ); BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture, 0 ); // Tweaks associated with a given flashlight float tweaks[4]; tweaks[0] = ShadowFilterFromState( flashlightState ); tweaks[1] = ShadowAttenFromState( flashlightState ); HashShadow2DJitter( flashlightState.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 ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE ); } if( params[BASETEXTURE]->IsTexture() && mat_fullbright.GetInt() != 2 ) { BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY ); } if( vars.m_bWorldVertexTransition ) { Assert( vars.m_nBaseTexture2Var >= 0 && vars.m_nBaseTexture2FrameVar >= 0 ); BindTexture( SHADER_SAMPLER4, vars.m_nBaseTexture2Var, vars.m_nBaseTexture2FrameVar ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP ); if( vars.m_bBump ) { BindTexture( SHADER_SAMPLER3, vars.m_nBumpmapVar, vars.m_nBumpmapFrame ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP ); } if( bDetail ) { BindTexture( SHADER_SAMPLER8, vars.m_nDetailVar ); } if( vars.m_bWorldVertexTransition ) { if( bBump2 ) { BindTexture( SHADER_SAMPLER6, vars.m_nBumpmap2Var, vars.m_nBumpmap2Frame ); } } if( vars.m_bLightmappedGeneric ) { #ifndef _X360 if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs30 ); SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs30 ); } else #endif { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 ); SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 ); } if ( bSeamless ) { float const0[4]={ vars.m_fSeamlessScale,0,0,0}; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, const0 ); } if ( bDetail ) { float vDetailConstants[4] = {1,1,1,1}; if ( vars.m_nDetailTint != -1 ) { params[vars.m_nDetailTint]->GetVecValue( vDetailConstants, 3 ); } if ( vars.m_nDetailTextureBlendFactor != -1 ) { vDetailConstants[3] = params[vars.m_nDetailTextureBlendFactor]->GetFloatValue(); } pShaderAPI->SetPixelShaderConstant( 0, vDetailConstants, 1 ); } } else { DECLARE_DYNAMIC_VERTEX_SHADER( vertexlitgeneric_flashlight_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER( vertexlitgeneric_flashlight_vs20 ); if( vars.m_bTeeth ) { Assert( vars.m_nTeethForwardVar >= 0 ); Assert( vars.m_nTeethIllumFactorVar >= 0 ); Vector4D lighting; params[vars.m_nTeethForwardVar]->GetVecValue( lighting.Base(), 3 ); lighting[3] = params[vars.m_nTeethIllumFactorVar]->GetFloatValue(); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() ); } } pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); #ifndef _X360 if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight ); SET_DYNAMIC_PIXEL_SHADER( flashlight_ps30 ); SetupUberlightFromState( pShaderAPI, flashlightState ); } else #endif if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows ); SET_DYNAMIC_PIXEL_SHADER( flashlight_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps20 ); SET_DYNAMIC_PIXEL_SHADER( flashlight_ps20 ); } float atten[4]; // Set the flashlight attenuation factors atten[0] = flashlightState.m_fConstantAtten; atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZAtten; s_pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 ); float pos[4]; // Set the flashlight origin pos[0] = flashlightState.m_vecLightOrigin[0]; pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; pos[3] = flashlightState.m_FarZ; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // rim boost not really used here SetFlashlightVertexShaderConstants( vars.m_bBump, vars.m_nBumpTransform, bDetail, vars.m_nDetailScale, bSeamless ? false : true ); } Draw(); }
void DrawPassComposite( const defParms_composite &info, CBaseVSShader *pShader, IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext ) { const bool bModel = info.bModel; const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL ); const bool bFastVTex = g_pHardwareConfig->HasFastVertexTextures(); const bool bAlbedo = PARM_TEX( info.iAlbedo ); const bool bAlbedo2 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo2 ); const bool bAlbedo3 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo3 ); const bool bAlbedo4 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo4 ); const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo; const bool bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) && bAlbedo && !bAlphatest; const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL ); const bool bUseSRGB = DEFCFG_USE_SRGB_CONVERSION != 0; const bool bPhongFresnel = PARM_SET( info.iPhongFresnel ); const bool bEnvmap = PARM_TEX( info.iEnvmap ); const bool bEnvmapMask = bEnvmap && PARM_TEX( info.iEnvmapMask ); const bool bEnvmapMask2 = bEnvmapMask && PARM_TEX( info.iEnvmapMask2 ); const bool bEnvmapFresnel = bEnvmap && PARM_SET( info.iEnvmapFresnel ); const bool bRimLight = PARM_SET( info.iRimlightEnable ); const bool bRimLightModLight = bRimLight && PARM_SET( info.iRimlightModLight ); const bool bBlendmodulate = bAlbedo2 && PARM_TEX( info.iBlendmodulate ); const bool bBlendmodulate2 = bBlendmodulate && PARM_TEX( info.iBlendmodulate2 ); const bool bBlendmodulate3 = bBlendmodulate && PARM_TEX( info.iBlendmodulate3 ); const bool bSelfIllum = !bAlbedo2 && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); const bool bSelfIllumMaskInEnvmapMask = bSelfIllum && bEnvmapMask && PARM_SET( info.iSelfIllumMaskInEnvmapAlpha ); const bool bSelfIllumMask = bSelfIllum && !bSelfIllumMaskInEnvmapMask && !bEnvmapMask && PARM_TEX( info.iSelfIllumMask ); const bool bMultiBlend = PARM_SET( info.iMultiblend ) && bAlbedo && bAlbedo2 && bAlbedo3 && !bEnvmapMask && !bSelfIllumMask; const bool bNeedsFresnel = bPhongFresnel || bEnvmapFresnel; const bool bGBufferNormal = bEnvmap || bRimLight || bNeedsFresnel; const bool bWorldEyeVec = bGBufferNormal; AssertMsgOnce( !(bTranslucent || bAlphatest) || !bAlbedo2, "blended albedo not supported by gbuffer pass!" ); AssertMsgOnce( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) == false, "Normal map sampling should stay out of composition pass." ); AssertMsgOnce( !PARM_TEX( info.iSelfIllumMask ) || !bEnvmapMask, "Can't use separate selfillum mask with envmap mask - use SELFILLUM_ENVMAPMASK_ALPHA instead." ); AssertMsgOnce( PARM_SET( info.iMultiblend ) == bMultiBlend, "Multiblend forced off due to invalid usage! May cause vertexformat mis-matches between passes." ); SHADOW_STATE { pShaderShadow->SetDefaultState(); pShaderShadow->EnableSRGBWrite( bUseSRGB ); if ( bNoCull ) { pShaderShadow->EnableCulling( false ); } int iVFmtFlags = VERTEX_POSITION; int iUserDataSize = 0; int *pTexCoordDim; int iTexCoordNum; GetTexcoordSettings( ( bModel && bIsDecal && bFastVTex ), bMultiBlend, iTexCoordNum, &pTexCoordDim ); if ( bModel ) { iVFmtFlags |= VERTEX_NORMAL; iVFmtFlags |= VERTEX_FORMAT_COMPRESSED; } else { if ( bAlbedo2 ) iVFmtFlags |= VERTEX_COLOR; } pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bUseSRGB ); if ( bGBufferNormal ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } if ( bTranslucent ) { pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false ); if ( bEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); if ( bEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); if ( bAlbedo2 ) pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); } } else if ( bSelfIllumMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if ( bAlbedo2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, bUseSRGB ); if ( bBlendmodulate ) pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); } if ( bMultiBlend ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, bUseSRGB ); if ( bAlbedo4 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, bUseSRGB ); } if ( bBlendmodulate ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); } } pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableDepthWrites( !bTranslucent ); pShader->DefaultFog(); pShaderShadow->VertexShaderVertexFormat( iVFmtFlags, iTexCoordNum, pTexCoordDim, iUserDataSize ); DECLARE_STATIC_VERTEX_SHADER( composite_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel ); SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex ); SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bModel && bIsDecal ); SET_STATIC_VERTEX_SHADER_COMBO( EYEVEC, bWorldEyeVec ); SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE2, bAlbedo2 && !bMultiBlend ); SET_STATIC_VERTEX_SHADER_COMBO( BLENDMODULATE, bBlendmodulate ); SET_STATIC_VERTEX_SHADER_COMBO( MULTIBLEND, bMultiBlend ); SET_STATIC_VERTEX_SHADER( composite_vs30 ); DECLARE_STATIC_PIXEL_SHADER( composite_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, bTranslucent ); SET_STATIC_PIXEL_SHADER_COMBO( READNORMAL, bGBufferNormal ); SET_STATIC_PIXEL_SHADER_COMBO( NOCULL, bNoCull ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAP, bEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPFRESNEL, bEnvmapFresnel ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGFRESNEL, bPhongFresnel ); SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bRimLight ); SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHTMODULATELIGHT, bRimLightModLight ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, bAlbedo2 && !bMultiBlend ); SET_STATIC_PIXEL_SHADER_COMBO( BLENDMODULATE, bBlendmodulate ); SET_STATIC_PIXEL_SHADER_COMBO( MULTIBLEND, bMultiBlend ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_MASK, bSelfIllumMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAP_ALPHA, bSelfIllumMaskInEnvmapMask ); SET_STATIC_PIXEL_SHADER( composite_ps30 ); } DYNAMIC_STATE { Assert( pDeferredContext != NULL ); if ( pDeferredContext->m_bMaterialVarsChanged || !pDeferredContext->HasCommands( CDeferredPerMaterialContextData::DEFSTAGE_COMPOSITE ) || building_cubemaps.GetBool() ) { tmpBuf.Reset(); if ( bAlphatest ) { PARM_VALIDATE( info.iAlphatestRef ); tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) ); } if ( bAlbedo ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); if ( bEnvmap ) { if ( building_cubemaps.GetBool() ) tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BLACK ); else { if ( PARM_TEX( info.iEnvmap ) && !bModel ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iEnvmap ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LOCAL_ENV_CUBEMAP ); } if ( bEnvmapMask ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iEnvmapMask ); if ( bAlbedo2 ) { if ( bEnvmapMask2 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iEnvmapMask2 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE ); } tmpBuf.SetPixelShaderConstant( 5, info.iEnvmapTint ); float fl6[4] = { 0 }; fl6[0] = PARM_FLOAT( info.iEnvmapSaturation ); fl6[1] = PARM_FLOAT( info.iEnvmapContrast ); tmpBuf.SetPixelShaderConstant( 6, fl6 ); } if ( bNeedsFresnel ) { tmpBuf.SetPixelShaderConstant( 7, info.iFresnelRanges ); } if ( bRimLight ) { float fl9[4] = { 0 }; fl9[0] = PARM_FLOAT( info.iRimlightExponent ); fl9[1] = PARM_FLOAT( info.iRimlightAlbedoScale ); tmpBuf.SetPixelShaderConstant( 9, fl9 ); } if ( bAlbedo2 ) { tmpBuf.BindTexture( pShader, SHADER_SAMPLER5, info.iAlbedo2 ); if ( bBlendmodulate ) { tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.iBlendmodulateTransform ); tmpBuf.BindTexture( pShader, SHADER_SAMPLER6, info.iBlendmodulate ); } } if ( bMultiBlend ) { tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iAlbedo3 ); if ( bAlbedo4 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER8, info.iAlbedo4 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE ); if ( bBlendmodulate ) { tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.iBlendmodulateTransform2 ); tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.iBlendmodulateTransform3 ); if ( bBlendmodulate2 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER9, info.iBlendmodulate2 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BLACK ); if ( bBlendmodulate3 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER10, info.iBlendmodulate3 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_BLACK ); } } if ( bSelfIllum && bSelfIllumMask ) { tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iSelfIllumMask ); } int x, y, w, t; pShaderAPI->GetCurrentViewport( x, y, w, t ); float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 }; tmpBuf.SetPixelShaderConstant( 1, fl1 ); tmpBuf.SetPixelShaderFogParams( 2 ); float fl4 = { PARM_FLOAT( info.iPhongScale ) }; tmpBuf.SetPixelShaderConstant1( 4, fl4 ); tmpBuf.End(); pDeferredContext->SetCommands( CDeferredPerMaterialContextData::DEFSTAGE_COMPOSITE, tmpBuf.Copy() ); } pShaderAPI->SetDefaultState(); if ( bModel && bFastVTex ) pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( composite_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (bModel && (int)vertexCompression) ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, (bModel && pShaderAPI->GetCurrentNumBones() > 0) ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, (bModel && pShaderAPI->IsHWMorphingEnabled()) ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER( composite_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( composite_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( composite_ps30 ); if ( bModel && bFastVTex ) { bool bUnusedTexCoords[3] = { false, true, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_COMPOSITE ) ); if ( bGBufferNormal ) pShader->BindTexture( SHADER_SAMPLER1, GetDeferredExt()->GetTexture_Normals() ); pShader->BindTexture( SHADER_SAMPLER2, GetDeferredExt()->GetTexture_LightAccum() ); CommitBaseDeferredConstants_Origin( pShaderAPI, 3 ); if ( bWorldEyeVec ) { float vEyepos[4] = {0,0,0,0}; pShaderAPI->GetWorldSpaceCameraPosition( vEyepos ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vEyepos ); } if ( bRimLight ) { pShaderAPI->SetPixelShaderConstant( 8, params[ info.iRimlightTint ]->GetVecValue() ); } if ( bSelfIllum ) { pShaderAPI->SetPixelShaderConstant( 10, params[ info.iSelfIllumTint ]->GetVecValue() ); } } pShader->Draw(); }
inline void DrawFlora( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData *pContextDataPtr ) { const bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; const bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); SHADOW_STATE { SetInitialShadowState(); // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() ); } DefaultFog(); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // FOW pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); // Deferred light 1 pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); // Deferred light 2 int iVFmtFlags = VERTEX_POSITION; int iUserDataSize = 0; // texcoord0 : base texcoord int pTexCoordDim[3] = { 2, 2, 3 }; int nTexCoordCount = 1; // This shader supports compressed vertices, so OR in that flag: iVFmtFlags |= VERTEX_FORMAT_COMPRESSED; if ( bHasVertexColor ) { iVFmtFlags |= VERTEX_COLOR; } pShaderShadow->VertexShaderVertexFormat( iVFmtFlags, nTexCoordCount, pTexCoordDim, iUserDataSize ); // The vertex shader uses the vertex id stream if( g_pHardwareConfig->HasFastVertexTextures() ) { SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION ); } // Vertex Shader DECLARE_STATIC_VERTEX_SHADER( flora_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor ); SET_STATIC_VERTEX_SHADER( flora_vs30 ); // Pixel Shader DECLARE_STATIC_PIXEL_SHADER( flora_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor ); SET_STATIC_PIXEL_SHADER( flora_ps30 ); // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); //pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Blending EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaTest( true ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.0f ); } DYNAMIC_STATE { // Reset render state pShaderAPI->SetDefaultState(); BindTexture( SHADER_SAMPLER0, BASETEXTURE ); // Base Map 1 //if ( bHasFoW ) { BindTexture( SHADER_SAMPLER10, FOW, -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 ); } BindTexture( SHADER_SAMPLER13, GetDeferredExt()->GetTexture_LightAccum() ); BindTexture( SHADER_SAMPLER14, 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( 3, fl1 ); // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( flora_vs30 ); SET_DYNAMIC_VERTEX_SHADER( flora_vs30 ); // Set Pixel Shader Combos DECLARE_DYNAMIC_PIXEL_SHADER( flora_ps30 ); SET_DYNAMIC_PIXEL_SHADER( flora_ps30 ); } 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() ); } int nShadowFilterMode = 0; 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_SAMPLER5, true ); // Noise map pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie userDataSize = 4; // tangent S } // 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->HasFastVertexTextures() ) #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 { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_skin_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal ); 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 { bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture(); if( bHasBaseTexture ) { pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } if ( bHasBaseTextureWrinkle ) { pShader->BindTexture( SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame ); pShader->BindTexture( SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame ); } else if ( bHasBumpWrinkle ) { pShader->BindTexture( SHADER_SAMPLER9, info.m_nBaseTexture, info.m_nBaseTextureFrame ); pShader->BindTexture( SHADER_SAMPLER10, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } if( bHasDiffuseWarp && bHasPhong ) { if ( r_lightwarpidentity.GetBool() ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP ); } else { pShader->BindTexture( SHADER_SAMPLER2, info.m_nDiffuseWarpTexture ); } } if( bHasPhongWarp ) { pShader->BindTexture( SHADER_SAMPLER1, info.m_nPhongWarpTexture ); } if( bHasSpecularExponentTexture && bHasPhong ) { pShader->BindTexture( SHADER_SAMPLER7, info.m_nPhongExponentTexture ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE ); } if( !g_pConfig->m_bFastNoBump ) { if( bHasBump ) pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame ); else pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); if ( bHasBumpWrinkle ) { pShader->BindTexture( SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame ); pShader->BindTexture( SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame ); } else if ( bHasBaseTextureWrinkle ) { pShader->BindTexture( SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame ); pShader->BindTexture( SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame ); } } else { if( bHasBump ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); } if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT ); } } if ( hasDetailTexture ) { pShader->BindTexture( SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame ); } if ( bHasSelfIllum ) { if ( bHasSelfIllumMask ) // Separate texture for self illum? { pShader->BindTexture( SHADER_SAMPLER14, info.m_nSelfIllumMask ); // Bind it } else // else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK ); // Bind dummy } } LightState_t lightState = { 0, false, false }; bool bFlashlightShadows = false; if( bHasFlashlight ) { Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = state.m_bEnableShadows; SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D ); } } else // no flashlight { if ( bHasEnvmap ) { pShader->BindTexture( SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame ); } pShaderAPI->GetDX9LightState( &lightState ); } 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->HasFastVertexTextures() ) #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 { 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() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); 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( sdk_skin_ps30 ); bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } #endif pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); if( bHasBump ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if ( hasDetailTexture ) { if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) ) pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nDetailTextureTransform, info.m_nDetailScale ); else pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBaseTextureTransform, info.m_nDetailScale ); } pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); pShader->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 float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f, 0.0f, fInvertPhongMask }; pShaderAPI->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 pShaderAPI->SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 ); } pShader->SetAmbientCubeDynamicStateVertexShader(); if( !bHasFlashlight ) { pShaderAPI->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; } pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 ); } pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK, vEnvMapFresnel_SelfIllumMask, 1 ); } pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); // Pack Phong exponent in with the eye position float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 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 pShaderAPI->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 ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // DETAILTEXTURE if ( hasDetailTexture ) { pShaderAPI->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; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); // flashlightfixme: put this in common code. if( bHasFlashlight ) { VMatrix worldToTexture; float atten[4], pos[4], tweaks[4]; const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture ); SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); 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; pShaderAPI->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]; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost pShaderAPI->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] ); 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 ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); if ( IsX360() ) { pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); } } } pShader->Draw(); }
void DrawFlesh( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, FleshVars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) { CFlesh_DX9_Context *pContextData = reinterpret_cast< CFlesh_DX9_Context *> ( *pContextDataPtr ); bool bHasFlashlight = pShader->UsingFlashlight( params ); bool bAlphaBlend = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ); bool bDetail = ( info.m_nDetailTexture != -1 ) && ( params[info.m_nDetailTexture]->IsTexture() ); if ( pShader->IsSnapshotting() || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) { bool bTransMatMasks = (info.m_nTransMatMasksTexture != -1) && params[info.m_nTransMatMasksTexture]->IsTexture(); bool bEffectMasks = (info.m_nEffectMasksTexture != -1) && params[info.m_nEffectMasksTexture]->IsTexture(); bool bIridescentWarp = (info.m_nIridescentWarpTexture != -1) && params[info.m_nIridescentWarpTexture]->IsTexture(); bool bFresnelColorWarp = (info.m_nFresnelColorWarpTexture != -1) && params[info.m_nFresnelColorWarpTexture]->IsTexture(); bool bColorWarp = (info.m_nColorWarpTexture != -1) && params[info.m_nColorWarpTexture]->IsTexture(); bool bOpacityTexture = (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsTexture(); bool bInteriorLayer = (info.m_nInteriorEnable != -1) && ( params[info.m_nInteriorEnable]->GetIntValue() > 0 ); bool bBackScatter = ( info.m_nBackScatter != -1 ) && ( params[info.m_nBackScatter]->GetFloatValue() > 0 ); bool bForwardScatter = ( info.m_nForwardScatter != -1) && ( params[info.m_nForwardScatter]->GetFloatValue() > 0 ); bool bNormal2 = ( info.m_nNormal2Softness != -1 ) && ( params[info.m_nNormal2Softness]->GetFloatValue() > 0 ); if ( pShader->IsSnapshotting() ) { // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 1; int userDataSize = 4; int texCoordDims[4] = { 2, 2, 2, 2 }; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, texCoordDims, userDataSize ); int nShadowFilterMode = 0; if ( bHasFlashlight ) { nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats } DECLARE_STATIC_VERTEX_SHADER( flesh_vs30 ); SET_STATIC_VERTEX_SHADER( flesh_vs30 ); // Pixel Shader if( /* g_pHardwareConfig->SupportsPixelShaders_3_0() */ true ) { DECLARE_STATIC_PIXEL_SHADER( flesh_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( ALPHABLEND, bAlphaBlend ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSMAT, bTransMatMasks ); SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL_WARP, bFresnelColorWarp ); SET_STATIC_PIXEL_SHADER_COMBO( EFFECTS, bEffectMasks ); SET_STATIC_PIXEL_SHADER_COMBO( TINTING, bColorWarp ); SET_STATIC_PIXEL_SHADER_COMBO( IRIDESCENCE, bIridescentWarp ); SET_STATIC_PIXEL_SHADER_COMBO( OPACITY_TEXTURE, bOpacityTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL, bDetail ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL2SOFT, bNormal2 ); SET_STATIC_PIXEL_SHADER_COMBO( INTERIOR_LAYER, bInteriorLayer ); SET_STATIC_PIXEL_SHADER_COMBO( BACK_SCATTER, bBackScatter ); SET_STATIC_PIXEL_SHADER_COMBO( FORWARD_SCATTER, bForwardScatter ); SET_STATIC_PIXEL_SHADER_COMBO( HIGH_PRECISION_DEPTH, (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? true : false ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( flesh_ps30 ); } else { Assert( !"No ps_3_0" ); } // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // [sRGB] Base pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); if( bInteriorLayer ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // [sRGB] Backbuffer pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } if( bTransMatMasks ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Trans mat masks pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); } if( bColorWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // [sRGB] Color Warp pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); } if( bFresnelColorWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // [sRGB] Fresnel color warp (should be sRGB?) pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); } if( bOpacityTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Opacity pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false ); } if( bEffectMasks ) { pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Effect masks pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, false ); } if( bIridescentWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // [sRGB] Iridescent warp pShaderShadow->EnableSRGBRead( SHADER_SAMPLER11, true ); } if( bDetail ) { pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // [sRGB] Detail pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, true ); } if ( bHasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Shadow depth map pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Noise map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); //[sRGB] Flashlight cookie pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true ); // Flashlight passes - additive blending pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); pShaderShadow->EnableAlphaWrites( false ); pShaderShadow->EnableDepthWrites( false ); } else if ( bAlphaBlend ) { // Base pass - alpha blending (regular translucency) pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaWrites( false ); // TODO: write alpha for fog or not? pShaderShadow->EnableDepthWrites( true ); // Rely on depth-sorting } else { // Base pass - opaque blending (solid flesh or refractive translucency) pShader->DisableAlphaBlending(); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableDepthWrites( true ); } pShaderShadow->EnableSRGBWrite( true ); // Per-instance state pShader->PI_BeginCommandBuffer(); pShader->PI_SetVertexShaderAmbientLightCube(); pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE ); pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY ); pShader->PI_EndCommandBuffer(); } if ( pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) ) { if ( !pContextData ) // make sure allocated { pContextData = new CFlesh_DX9_Context; *pContextDataPtr = pContextData; } pContextData->m_bMaterialVarsChanged = false; pContextData->m_SemiStaticCmdsOut.Reset(); /////////////////////////// // Semi-static block /////////////////////////// float flConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; flConsts[0] = IS_PARAM_DEFINED( info.m_nBumpStrength ) ? params[info.m_nBumpStrength]->GetFloatValue() : kDefaultBumpStrength; flConsts[1] = (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? 8192.0f : 192.0f; // destalpha dest scale factor. TODO: put this in its own const and call shaderAPI method to set flConsts[2] = IS_PARAM_DEFINED( info.m_nInteriorFogStrength ) ? params[info.m_nInteriorFogStrength]->GetFloatValue() : kDefaultInteriorFogStrength; flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorRefractStrength ) ? params[info.m_nInteriorRefractStrength]->GetFloatValue() : kDefaultInteriorRefractStrength; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 0, flConsts, 1 ); Assert( IS_PARAM_DEFINED( info.m_nFresnelParams ) ); if ( IS_PARAM_DEFINED( info.m_nFresnelParams ) ) params[info.m_nFresnelParams]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultFresnelParams, sizeof( kDefaultFresnelParams ) ); flConsts[3] = params[info.m_nInteriorBackgroundBoost]->GetFloatValue(); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, flConsts, 1 ); flConsts[0] = IS_PARAM_DEFINED( info.m_nRimLightExp ) ? params[info.m_nRimLightExp]->GetFloatValue() : kDefaultRimLightExp; flConsts[1] = IS_PARAM_DEFINED( info.m_nRimLightScale ) ? params[info.m_nRimLightScale]->GetFloatValue() : kDefaultRimLightScale; flConsts[2] = IS_PARAM_DEFINED( info.m_nSpecScale ) ? params[info.m_nSpecScale]->GetFloatValue() : kDefaultSpecScale; flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp2 ) ? params[info.m_nSpecExp2]->GetFloatValue() : kDefaultSpecExp; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 3, flConsts, 1 ); flConsts[0] = IS_PARAM_DEFINED( info.m_nSpecScale2 ) ? params[info.m_nSpecScale2]->GetFloatValue() : kDefaultSpecScale; flConsts[1] = IS_PARAM_DEFINED( info.m_nFresnelBumpStrength ) ? params[info.m_nFresnelBumpStrength]->GetFloatValue() : kDefaultFresnelBumpStrength; flConsts[2] = IS_PARAM_DEFINED( info.m_nDiffuseSoftNormal ) ? params[info.m_nDiffuseSoftNormal]->GetFloatValue() : kDefaultDiffuseSoftNormal; flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorAmbientScale ) ? params[info.m_nInteriorAmbientScale]->GetFloatValue() : kDefaultInteriorAmbientScale; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 10, flConsts, 1 ); // Depth alpha [ TODO: support fog ] bool bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha() && !bAlphaBlend; if ( IS_PARAM_DEFINED( info.m_nSpecFresnel ) ) params[info.m_nSpecFresnel]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSpecFresnel, sizeof( kDefaultSpecFresnel ) ); flConsts[3] = bWriteDepthToAlpha ? 1.0f : 0.0f; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, flConsts, 1 ); if ( IS_PARAM_DEFINED( info.m_nPhongColorTint ) ) params[info.m_nPhongColorTint]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultPhongColorTint, sizeof( kDefaultPhongColorTint ) ); flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorBackLightScale ) ? params[info.m_nInteriorBackLightScale]->GetFloatValue() : kDefaultInteriorBackLightScale; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 19, flConsts, 1 ); if( bIridescentWarp || bFresnelColorWarp ) { flConsts[0] = ( IS_PARAM_DEFINED( info.m_nIridescenceBoost ) ) ? params[info.m_nIridescenceBoost]->GetFloatValue(): kDefaultIridescenceBoost; flConsts[1] = ( IS_PARAM_DEFINED( info.m_nIridescenceExponent ) ) ? params[info.m_nIridescenceExponent]->GetFloatValue(): kDefaultIridescenceExponent; flConsts[2] = ( IS_PARAM_DEFINED( info.m_nHueShiftIntensity ) ) ? params[info.m_nHueShiftIntensity]->GetFloatValue(): kDefaultHueShiftIntensity; flConsts[3] = ( IS_PARAM_DEFINED( info.m_nHueShiftFresnelExponent ) ) ? params[info.m_nHueShiftFresnelExponent]->GetFloatValue(): kDefaultHueShiftFresnelExponent; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 26, flConsts, 1 ); } if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) ) params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSelfIllumTint, sizeof( kDefaultSelfIllumTint ) ); float flDiffuseExp = IS_PARAM_DEFINED( info.m_nDiffuseExponent ) ? params[info.m_nDiffuseExponent]->GetFloatValue() : kDefaultDiffuseExponent; flConsts[3] = pow( 0.5f, flDiffuseExp ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 27, flConsts, 1 ); if ( IS_PARAM_DEFINED( info.m_nInteriorColor ) ) params[info.m_nInteriorColor]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultInteriorColor, sizeof( kDefaultInteriorColor ) ); flConsts[3] = params[info.m_nInteriorRefractBlur]->GetFloatValue(); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 32, flConsts, 1 ); if ( IS_PARAM_DEFINED( info.m_nSpecFresnel2 ) ) params[info.m_nSpecFresnel2]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSpecFresnel2, sizeof( kDefaultSpecFresnel2 ) ); flConsts[3] = IS_PARAM_DEFINED( info.m_nPhong2Softness ) ? params[info.m_nPhong2Softness]->GetFloatValue() : kDefaultPhong2Softness; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 42, flConsts, 1 ); flConsts[0] = flDiffuseExp; flConsts[1] = IS_PARAM_DEFINED( info.m_nNormal2Softness ) ? params[info.m_nNormal2Softness]->GetFloatValue() : kDefaultNormal2Softness; flConsts[2] = IS_PARAM_DEFINED( info.m_nAmbientBoost ) ? params[info.m_nAmbientBoost]->GetFloatValue() : kDefaultAmbientBoost; flConsts[3] = IS_PARAM_DEFINED( info.m_nAmbientBoostMaskMode ) ? params[info.m_nAmbientBoostMaskMode]->GetIntValue() : kDefaultAmbientBoostMaskMode; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 43, flConsts, 1 ); if ( bForwardScatter || bBackScatter ) { flConsts[0] = IS_PARAM_DEFINED( info.m_nForwardScatter ) ? params[info.m_nForwardScatter]->GetFloatValue() : kDefaultForwardScatter; flConsts[1] = IS_PARAM_DEFINED( info.m_nBackScatter ) ? params[info.m_nBackScatter]->GetFloatValue() : kDefaultBackScatter; flConsts[2] = IS_PARAM_DEFINED( info.m_nSSDepth ) ? params[info.m_nSSDepth]->GetFloatValue() : kDefaultSSDepth; flConsts[3] = IS_PARAM_DEFINED( info.m_nSSBentNormalIntensity ) ? params[info.m_nSSBentNormalIntensity]->GetFloatValue() : kDefaultSSBentNormalIntensity; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 44, flConsts, 1 ); if( IS_PARAM_DEFINED( info.m_nSSColorTint ) ) params[info.m_nSSColorTint]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSSColorTint, sizeof( kDefaultSSColorTint ) ); flConsts[3] = IS_PARAM_DEFINED( info.m_nSSTintByAlbedo ) ? params[info.m_nSSTintByAlbedo]->GetFloatValue() : kDefaultSSTintByAlbedo; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 45, flConsts, 1 ); } flConsts[0] = 0.0f; flConsts[1] = 0.0f; if ( bDetail ) { flConsts[0] = IS_PARAM_DEFINED( info.m_nDetailBlendMode ) ? params[info.m_nDetailBlendMode]->GetIntValue() : kDefaultDetailBlendMode; flConsts[1] = IS_PARAM_DEFINED( info.m_nDetailBlendFactor) ? params[info.m_nDetailBlendFactor]->GetFloatValue() : kDefaultDetailBlendFactor; flConsts[2] = 0.0f; } flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp ) ? params[info.m_nSpecExp]->GetFloatValue() : kDefaultSpecExp; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 46, flConsts, 1 ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, BASETEXTURE, -1 ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nNormalMap, -1 ); pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map if ( bTransMatMasks ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nTransMatMasksTexture, -1 ); } if ( bColorWarp ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nColorWarpTexture, -1 ); } if ( bFresnelColorWarp ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nFresnelColorWarpTexture, -1 ); } if ( bOpacityTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nOpacityTexture, -1 ); } if ( bEffectMasks ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, info.m_nEffectMasksTexture, -1 ); } if ( bIridescentWarp ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nIridescentWarpTexture, -1 ); } // VS consts flConsts[0] = IS_PARAM_DEFINED( info.m_nUVScale ) ? params[info.m_nUVScale]->GetFloatValue() : kDefaultUVScale; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, flConsts, 1 ); flConsts[0] = IS_PARAM_DEFINED( info.m_nDetailScale ) ? params[info.m_nDetailScale]->GetFloatValue() : kDefaultDetailScale; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, flConsts, 1 ); if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nDetailTextureTransform, info.m_nDetailScale ); else pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); pContextData->m_SemiStaticCmdsOut.End(); // end semi-static block } } if ( pShaderAPI ) //DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 400 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); /////////////////////////// // dynamic block /////////////////////////// float camPos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->GetWorldSpaceCameraPosition( camPos ); DynamicCmdsOut.SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, camPos ); if ( bDetail ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetailTexture, info.m_nDetailFrame ); } float mView[16]; pShaderAPI->GetMatrix( MATERIAL_VIEW, mView ); DynamicCmdsOut.SetPixelShaderConstant( 33, mView, 3 ); DynamicCmdsOut.SetPixelShaderFogParams( 36 ); LightState_t lightState = { 0, false, false }; pShaderAPI->GetDX9LightState( &lightState ); // flashlightfixme: put this in common code. bool bFlashlightShadows = false; if ( bHasFlashlight ) { Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame ); bFlashlightShadows = state.m_bEnableShadows; SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, pFlashlightDepthTexture, -1 ); DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER8, 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; DynamicCmdsOut.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; 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( state ); tweaks[1] = ShadowAttenFromState( state ); pShader->HashShadow2DJitter( state.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 ); int nTexWidth, nTexHeight; pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D ); vScreenScale[0] = (float) nWidth / nTexWidth; vScreenScale[1] = (float) nHeight / nTexHeight; DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); } DynamicCmdsOut.End(); // end dynamic block pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( flesh_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( flesh_vs30 ); // Set Pixel Shader Combos if( /*g_pHardwareConfig->SupportsPixelShaders_2_b()*/ true ) { DECLARE_DYNAMIC_PIXEL_SHADER( flesh_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( flesh_ps30 ); } else { Assert( !"No ps_3_0" ); } } pShader->Draw(); }