void SetSpriteCommonDynamicState( unsigned int shaderFlags ) { IShaderDynamicAPI *pShaderAPI = s_pShaderAPI; bool bSRGB = s_ppParams[NOSRGB]->GetIntValue() == 0; BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); MaterialFogMode_t fogType = s_pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; DECLARE_DYNAMIC_VERTEX_SHADER( jl_sprite_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER( jl_sprite_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL down this path { DECLARE_DYNAMIC_PIXEL_SHADER( jl_sprite_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( jl_sprite_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( jl_sprite_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, IsHDREnabled() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( jl_sprite_ps20 ); } pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); if( shaderFlags & SHADER_USE_CONSTANT_COLOR ) { if ( bSRGB ) SetPixelShaderConstantGammaToLinear( 0, COLOR, ALPHA ); else SetPixelShaderConstant( 0, COLOR, ALPHA ); } if( IsHDREnabled() ) { if ( bSRGB ) SetPixelShaderConstantGammaToLinear( 1, HDRCOLORSCALE ); else SetPixelShaderConstant( 1, HDRCOLORSCALE ); } }
void 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( sdk_teeth_bump_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs20 ); // ps_2_b version which does phong if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b ); SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 ); SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_teeth_bump_vs30 ); DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 ); SET_STATIC_PIXEL_SHADER( sdk_teeth_bump_ps30 ); } #endif } else { #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_teeth_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20b ); SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps20 ); SET_STATIC_PIXEL_SHADER( sdk_teeth_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( sdk_teeth_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( sdk_teeth_vs30 ); DECLARE_STATIC_PIXEL_SHADER( sdk_teeth_ps30 ); SET_STATIC_PIXEL_SHADER( sdk_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( sdk_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( sdk_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( sdk_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( sdk_teeth_bump_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_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( sdk_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( sdk_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( sdk_teeth_bump_vs30 ); Vector4D vSpecExponent; vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_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( sdk_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( sdk_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( sdk_teeth_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_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( sdk_teeth_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_teeth_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_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( sdk_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( sdk_teeth_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( sdk_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( sdk_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(); }
//----------------------------------------------------------------------------- // 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 ); float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue(); bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture(); int nDetailBlendMode = ( hasDetailTexture && info.m_nDetailTextureCombineMode != -1 ) ? params[info.m_nDetailTextureCombineMode]->GetIntValue() : 0; bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params ) && !bHasSelfIllum; // Pixel shader can't do both BLENDTINTBYBASEALPHA and SELFILLUM, so let selfillum win float flTintReplacementAmount = GetFloatParam( info.m_nTintReplacesBaseColor, params ); BlendType_t nBlendType= pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use 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 ) && (! bBlendTintByBaseAlpha ); // 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 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true ); 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 { bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_STATIC_VERTEX_SHADER( skin_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); SET_STATIC_VERTEX_SHADER( skin_vs20 ); // Assume we're only going to get in here if we support 2b DECLARE_STATIC_PIXEL_SHADER( 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_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha ); SET_STATIC_PIXEL_SHADER( skin_ps20b ); } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( skin_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal ); SET_STATIC_VERTEX_SHADER( skin_vs30 ); DECLARE_STATIC_PIXEL_SHADER( 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_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha ); SET_STATIC_PIXEL_SHADER( 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 && ( pFlashlightDepthTexture != NULL ); 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(); // don't have an easy way to get this through to GLM, so just print it old school //printf("\n-D- DrawSkin_DX9_Internal numBones is %d", numBones ); 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 { bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_DYNAMIC_VERTEX_SHADER( 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_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( skin_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( 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( 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( 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( skin_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( 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( 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/*unused*/, flTintReplacementAmount, 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] = {1, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1}; float vSpecularTint[4] = {1, 1, 1, 4}; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); // Use the alpha channel of the normal map for the exponent by default vEyePos_SpecExponent[3] = -1.f; if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() ) { float fValue = params[info.m_nPhongExponent]->GetFloatValue(); if ( fValue > 0.f ) { // Nonzero value in material overrides map channel vEyePos_SpecExponent[3] = fValue; } } // 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 // Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2) vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2; vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2; } 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 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(); }
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 } #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 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 ); pShaderShadow->EnableAlphaWrites( false ); pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Flashlight cookie } else { pShaderShadow->EnableAlphaWrites( true ); } #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( 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_COMBO( WORLD_NORMAL, 0 ); SET_STATIC_VERTEX_SHADER( 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( 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_COMBO( WORLD_NORMAL, 0 ); SET_STATIC_PIXEL_SHADER( 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( 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_COMBO( WORLD_NORMAL, 0 ); SET_STATIC_PIXEL_SHADER( eye_refract_ps20 ); } } #ifndef _X360 else { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Screen space ambient occlusion // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION ); DECLARE_STATIC_VERTEX_SHADER( 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_COMBO( WORLD_NORMAL, bWorldNormal ); SET_STATIC_VERTEX_SHADER( 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( 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_COMBO( WORLD_NORMAL, bWorldNormal ); SET_STATIC_PIXEL_SHADER( 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(); } // Per-instance state pShader->PI_BeginCommandBuffer(); if ( !bDrawFlashlightAdditivePass ) { pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY ); } pShader->PI_SetVertexShaderAmbientLightCube(); pShader->PI_SetPixelShaderAmbientLightCubeLuminance( 10 ); pShader->PI_EndCommandBuffer(); } 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; } bool bSinglePassFlashlight = false; 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 ); } } // On PC, we sample from ambient occlusion texture if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() ) { ITexture *pAOTexture = pShaderAPI->GetTextureRenderingParameter( TEXTURE_RENDERPARM_AMBIENT_OCCLUSION ); if ( pAOTexture ) { pShader->BindTexture( SHADER_SAMPLER8, pAOTexture ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE ); } } if ( bDrawFlashlightAdditivePass == true ) pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); 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 ); } int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 ); SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 ); } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 ); if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) { 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_5, vEyeDir ); } TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode(); if ( nTessellationMode != TESSELLATION_MODE_DISABLED ) { pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES ); bool bHasDisplacement = false; // TODO float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vSubDDimensions ); } DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode ); SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 ); } #endif // 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] = 0.0f; // NOT USED 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 ); float vAmbientOcclusion[4] = { 0.33f, 0.33f, 0.33f, 0.0f }; if ( IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) ) { params[info.m_nAmbientOcclColor]->GetVecValue( vAmbientOcclusion, 3 ); } vAmbientOcclusion[3] = IS_PARAM_DEFINED( info.m_nAmbientOcclusion ) ? params[info.m_nAmbientOcclusion]->GetFloatValue() : 0.0f; 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 ); if ( bDrawFlashlightAdditivePass == true ) { SetFlashLightColorFromState( flashlightState, pShaderAPI, bSinglePassFlashlight ); if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D ); } } if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) { 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_5, vEyeDir ); } // Flashlight tax #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b ); } else // ps.2.0 { DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 ); } } #ifndef _X360 else { DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nFixedLightingMode ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nFixedLightingMode ? false : bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight ); SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 ); // Set constant to enable translation of VPOS to render target coordinates in ps_3_0 pShaderAPI->SetScreenSizeForVPOS(); SetupUberlightFromState( pShaderAPI, flashlightState ); } #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_FarZAtten; 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->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, 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( 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 ); 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 ); vAmbientOcclusion[3] *= flashlightState.m_flAmbientOcclusion; } vAmbientOcclusion[3] = MIN( MAX( vAmbientOcclusion[3], 0.0f ), 1.0f ); pShaderAPI->SetPixelShaderConstant( 5, vAmbientOcclusion, 1 ); // 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_5, timeVec, 1 ); } } 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 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { 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 ); } else { DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20 ); 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_ps20 ); } } #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 ); } } 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 ); } // Set up light combo state LightState_t lightState = {0, false, false}; if ( bVertexLitGeneric && !hasFlashlight ) { pShaderAPI->GetDX9LightState( &lightState ); } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; int numBones = pShaderAPI->GetCurrentNumBones(); Assert( hasBump ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { 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 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); 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 ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 ); 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 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); 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_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( vortwarp_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); 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 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); 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 ); } 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->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 ); pShaderAPI->CommitPixelShaderLighting( 13 ); } 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_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 ); } } pShader->Draw(); }
void DrawPassShadowPass( const defParms_shadow &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 bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL ); const bool bAlbedo = PARM_TEX( info.iAlbedo ); const bool bAlbedo2 = PARM_TEX( info.iAlbedo2 ); const bool bAlbedo3 = PARM_TEX( info.iAlbedo3 ); const bool bAlbedo4 = PARM_TEX( info.iAlbedo4 ); const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo; const bool bMultiBlend = PARM_SET( info.iMultiblend ) && bAlbedo && bAlbedo2 && bAlbedo3; const bool bBaseTexture2 = !bMultiBlend && bAlbedo2; 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; } #ifndef DEFCFG_ENABLE_RADIOSITY if ( bAlphatest ) #endif { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); if ( bBaseTexture2 || bMultiBlend ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if ( bMultiBlend ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); } } pShaderShadow->VertexShaderVertexFormat( iVFmtFlags, iTexCoordNum, pTexCoordDim, iUserDataSize ); DECLARE_STATIC_VERTEX_SHADER( shadowpass_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel ); SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex ); SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE, bMultiBlend ? 2 : bBaseTexture2 ? 1 : 0 ); SET_STATIC_VERTEX_SHADER( shadowpass_vs30 ); DECLARE_STATIC_PIXEL_SHADER( shadowpass_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest ); SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE, bMultiBlend ? 2 : bBaseTexture2 ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( shadowpass_ps30 ); } DYNAMIC_STATE { Assert( pDeferredContext != NULL ); const int shadowMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_MODE ); const int radiosityOutput = DEFCFG_ENABLE_RADIOSITY != 0 && pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_RADIOSITY ); if ( pDeferredContext->m_bMaterialVarsChanged || !pDeferredContext->HasCommands( CDeferredPerMaterialContextData::DEFSTAGE_SHADOW ) ) { tmpBuf.Reset(); if ( bAlphatest ) { PARM_VALIDATE( info.iAlphatestRef ); tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) ); #ifndef DEFCFG_ENABLE_RADIOSITY tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo ); #endif } #if DEFCFG_ENABLE_RADIOSITY if ( bAlbedo ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); if ( bBaseTexture2 || bMultiBlend ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER1, info.iAlbedo2 ); if ( bMultiBlend ) { tmpBuf.BindTexture( pShader, SHADER_SAMPLER2, info.iAlbedo3 ); if ( bAlbedo4 ) tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iAlbedo4 ); else tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_WHITE ); } #endif tmpBuf.End(); pDeferredContext->SetCommands( CDeferredPerMaterialContextData::DEFSTAGE_SHADOW, 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( shadowpass_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_COMBO( SHADOW_MODE, shadowMode ); SET_DYNAMIC_VERTEX_SHADER_COMBO( RADIOSITY, radiosityOutput ); SET_DYNAMIC_VERTEX_SHADER( shadowpass_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( shadowpass_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( SHADOW_MODE, shadowMode ); SET_DYNAMIC_PIXEL_SHADER_COMBO( RADIOSITY, radiosityOutput ); SET_DYNAMIC_PIXEL_SHADER( shadowpass_ps30 ); if ( bModel && bFastVTex ) { bool bUnusedTexCoords[3] = { false, true, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_SHADOW ) ); switch ( shadowMode ) { case DEFERRED_SHADOW_MODE_ORTHO: { CommitShadowcastingConstants_Ortho( pShaderAPI, pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_INDEX ), VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 ); } break; case DEFERRED_SHADOW_MODE_PROJECTED: { CommitShadowcastingConstants_Proj( pShaderAPI, pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_INDEX ), VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 ); } break; } #ifdef SHADOWMAPPING_USE_COLOR CommitViewVertexShader( pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 ); #endif } 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( jl_refract_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER_COMBO( COLORMODULATE, bColorModulate ); SET_STATIC_VERTEX_SHADER( jl_refract_vs20 ); // We have to do this in the shader on R500 or Leopard bool bShaderSRGBConvert = IsOSX() && ( g_pHardwareConfig->FakeSRGBWrite() || !g_pHardwareConfig->CanDoSRGBReadFromRTs() ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send OpenGL down the ps2b path { DECLARE_STATIC_PIXEL_SHADER( jl_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_COMBO( SHADER_SRGB_READ, bShaderSRGBConvert ); SET_STATIC_PIXEL_SHADER( jl_refract_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( jl_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( jl_refract_ps20 ); } pShader->DefaultFog(); if( bMasked ) { pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); } bool bAlphaWrites = bFullyOpaque || ( params[ info.m_nForceAlphaWrite ]->GetIntValue() != 0 ); pShaderShadow->EnableAlphaWrites( bAlphaWrites ); } 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( jl_refract_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( jl_refract_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // always send Posix down the ps2b path { DECLARE_DYNAMIC_PIXEL_SHADER( jl_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( jl_refract_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( jl_refract_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( jl_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 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(); }
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 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 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; 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 DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr, bool bDeferredActive ) { //bool bDeferredActive = GetDeferredExt()->IsDeferredLightingEnabled(); bool bSinglePassFlashlight = true; bool hasFlashlight = !bDeferredActive && pShader->UsingFlashlight( params ); CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr ); bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( info.m_nShaderSrgbRead360 ) && params[info.m_nShaderSrgbRead360]->GetIntValue() ); const bool bHasFoW = true; //( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ); if ( pShaderShadow || ( ! pContextData )|| pContextData->m_bMaterialVarsChanged || pContextData->m_bNeedsCmdRegen || ( hasFlashlight && !IsX360() ) ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask; BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested; bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow || pContextData->m_bNeedsCmdRegen; if ( ! pContextData ) // make sure allocated { pContextData = new CLightmappedGeneric_DX9_Context; *pContextDataPtr = pContextData; } bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && g_pConfig->UseBumpmapping(); bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture(); bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture(); bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture(); bool hasDetailTexture = params[info.m_nDetail]->IsTexture(); bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum && !hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0); bool bHasBlendModulateTexture = (info.m_nBlendModulateTexture != -1) && (params[info.m_nBlendModulateTexture]->IsTexture() ); bool hasNormalMapAlphaEnvmapMask = g_pConfig->UseSpecular() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); if( g_pConfig->bEditMode ) { hasBump = false; hasBump2 = false; } bool bParallaxMapping = false; if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) bParallaxMapping = ( info.m_nParallaxMap != -1 ) && ( params[info.m_nParallaxMap]->GetIntValue() != 0 ); if ( hasFlashlight && !IsX360() ) { // !!speed!! do this in the caller so we don't build struct every time CBaseVSShader::DrawFlashlight_dx90_Vars_t vars; vars.m_bBump = hasBump; vars.m_nBumpmapVar = info.m_nBumpmap; vars.m_nBumpmapFrame = info.m_nBumpFrame; vars.m_nBumpTransform = info.m_nBumpTransform; vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture; vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame; vars.m_bLightmappedGeneric = true; vars.m_bWorldVertexTransition = hasBaseTexture2; vars.m_nBaseTexture2Var = info.m_nBaseTexture2; vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame; vars.m_nBumpmap2Var = info.m_nBumpmap2; vars.m_nBumpmap2Frame = info.m_nBumpFrame2; vars.m_nBump2Transform = info.m_nBumpTransform2; vars.m_nAlphaTestReference = info.m_nAlphaTestReference; vars.m_bSSBump = hasSSBump; vars.m_nDetailVar = info.m_nDetail; vars.m_nDetailScale = info.m_nDetailScale; vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode; vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor; vars.m_nDetailTint = info.m_nDetailTint; if ( ( info.m_nSeamlessMappingScale != -1 ) ) vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue(); else vars.m_fSeamlessScale = 0.0; pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars ); return; } pContextData->m_bFullyOpaque = bFullyOpaque; pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest; bool bHasOutline = IsBoolSet( info.m_nOutline, params ); pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline; bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture() && !bHasFoW; float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); if ( pShaderShadow || bNeedRegenStaticCmds ) { bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1; } else { envmap_variant = 0; } bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); if ( bNeedRegenStaticCmds ) { pContextData->m_bNeedsCmdRegen = false; pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf; int nLightingPreviewMode = !bHasFoW ? IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) : 0; if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && IsPC() ) { staticCmdsBuf.SetVertexShaderNearAndFarZ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); // Needed for SSAO } if( !hasBaseTexture ) { if( hasEnvmap ) { // if we only have an envmap (no basetexture), then we want the albedo to be black. staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK ); } else { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } } staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_PAINT ); } if ( bSeamlessMapping ) { staticCmdsBuf.SetVertexShaderConstant4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); } staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); staticCmdsBuf.SetPixelShaderFogParams( 11 ); staticCmdsBuf.End(); // now, copy buf pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); } if ( pShaderShadow ) { // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if ( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() ); } pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture ); unsigned int flags = VERTEX_POSITION; // base texture pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead ); if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, !bShaderSrgbRead ); } if ( hasLightWarpTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false ); } if ( bHasBlendModulateTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); } if ( hasBaseTexture2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, !bShaderSrgbRead ); } // if( hasLightmap ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } if( hasEnvmap || ( IsX360() && hasFlashlight ) ) { if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } } flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; } #define TCOMBINE_NONE 12 // there is no detail texture int nDetailBlendMode = TCOMBINE_NONE; if ( hasDetailTexture ) { nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params ); ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( hasBump ) nDetailBlendMode = 10; // ssbump else nDetailBlendMode = 11; // ssbump_nobump } pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); bool bSRGBState = ( nDetailBlendMode == 1 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState ); } // Hijack detail blend mode 9 for paint (this blend mode was previously skipped/unused in lightmappedgeneric) if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { nDetailBlendMode = 9; } if( hasBump || hasNormalMapAlphaEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if( hasBump2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( hasBumpMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( bHasFoW ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); } if( bDeferredActive ) { pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasFlashlight && IsX360() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasVertexColor || hasBaseTexture2 || hasBump2 ) { flags |= VERTEX_COLOR; } // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords; // if ( pShaderAPI->InEditorMode() ) // if ( pShader->CanUseEditorMaterials() ) // { // numTexCoords = 1; // } // else { numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } } int nLightingPreviewMode = !bHasFoW ? IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) : 0; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); // Pre-cache pixel shaders bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); int bumpmap_variant=(hasSSBump) ? 2 : hasBump; bool bMaskedBlending=( (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() != 0) ); if( bDeferredActive ) { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30 ); } else { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); } // HACK HACK HACK - enable alpha writes all the time so that we have them for // underwater stuff and writing depth to dest alpha // But only do it if we're not using the alpha already for translucency pShaderShadow->EnableAlphaWrites( bFullyOpaque ); pShaderShadow->EnableSRGBWrite( true ); pShader->DefaultFog(); // NOTE: This isn't optimal. If $color2 is ever changed by a material // proxy, this code won't get re-run, but too bad. No time to make this work // Also note that if the lightmap scale factor changes // all shadow state blocks will be re-run, so that's ok float flLScale = pShaderShadow->GetLightMapScaleFactor(); pShader->PI_BeginCommandBuffer(); pShader->PI_SetModulationPixelShaderDynamicState( 21 ); // MAINTOL4DMERGEFIXME // Need to reflect this change which is from this rel changelist since this constant set was moved from the dynamic block to here: // Change 578692 by Alex@alexv_rel on 2008/06/04 18:07:31 // // Fix for portalareawindows in ep2 being rendered black. The color variable was being multipurposed for both the vs and ps differently where the ps doesn't care about alpha, but the vs does. Only applying the alpha2 DoD hack to the pixel shader constant where the alpha was never used in the first place and leaving alpha as is for the vs. // color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f; // pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color ); pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( 12, flLScale ); pShader->PI_SetModulationVertexShaderDynamicState_LinearScale( flLScale ); pShader->PI_EndCommandBuffer(); } // end shadow state } // end shadow || regen display list if ( pShaderAPI && ( pContextData->m_bMaterialVarsChanged ) ) { // need to regenerate the semistatic cmds pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false; bool bHasBlendMaskTransform= ( (info.m_nBlendMaskTransform != -1) && (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() ) && ( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) ); // If we don't have a texture transform, we don't have // to set vertex shader constants or run vertex shader instructions // for the texture transform. bool bHasTextureTransform = !( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform2]->MatrixIsIdentity() && params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); bHasTextureTransform |= bHasBlendMaskTransform; pContextData->m_bVertexShaderFastPath = !bHasTextureTransform; if( params[info.m_nDetail]->IsTexture() ) { pContextData->m_bVertexShaderFastPath = false; } int nTransformToLoad = info.m_nBlendMaskTransform; if( ( hasBump || hasSSBump ) && hasDetailTexture && !hasSelfIllum && !bHasBlendModulateTexture ) { nTransformToLoad = info.m_nBumpTransform; } pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, nTransformToLoad ); if ( ! pContextData->m_bVertexShaderFastPath ) { bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture() && !bHasFoW; if (!bSeamlessMapping ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); // If we have a detail texture, then the bump texcoords are the same as the base texcoords. if( hasBump && !hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } else if ( hasBump2 ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 ); } } pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); if ( hasDetailTexture ) { float detailTintAndBlend[4] = {1, 1, 1, 1}; if ( info.m_nDetailTint != -1 ) { params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 ); } detailTintAndBlend[3] = fDetailBlendFactor; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend ); } float envmapTintVal[4]; float selfIllumTintVal[4]; params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1; } else { envmap_variant = 0; } pContextData->m_bPixelShaderFastPath = true; bool bUsingContrastOrSaturation = hasEnvmap && ( ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) || (envmapSaturation != 1.0f) ); bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); if ( bUsingContrastOrSaturation || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) { pContextData->m_bPixelShaderFastPath = false; } if( !pContextData->m_bPixelShaderFastPath ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); // [ 0, 0, 1-R(0), R(0) ] pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); } else { if ( bHasOutline ) { float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ), GetFloatParam( info.m_nOutlineStart1, params ), GetFloatParam( info.m_nOutlineEnd0, params ), GetFloatParam( info.m_nOutlineEnd1, params ), 0,0,0, GetFloatParam( info.m_nOutlineAlpha, params ) }; if ( info.m_nOutlineColor != -1 ) { params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 ); } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 ); } if ( bHasSoftEdges ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 4, GetFloatParam( info.m_nEdgeSoftnessStart, params ), GetFloatParam( info.m_nEdgeSoftnessEnd, params ), 0,0 ); } } // parallax and cubemap light scale mapping parms (c20) if ( bParallaxMapping || (envmap_variant == 2) ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 20, GetFloatParam( info.m_nHeightScale, params), GetFloatParam( info.m_nEnvMapLightScale, params), 0, 0 ); } // texture binds if( hasBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } // handle mat_fullbright 2 bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); if( bLightingOnly ) { // BASE TEXTURE if( hasSelfIllum ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // BASE TEXTURE 2 if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY ); } // DETAIL TEXTURE if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY ); } // disable color modulation float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); // turn off environment mapping envmapTintVal[0] = 0.0f; envmapTintVal[1] = 0.0f; envmapTintVal[2] = 0.0f; } // always set the transform for detail textures since I'm assuming that you'll // always have a detailscale. if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); } if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame ); } if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame ); } else { if( hasSSBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_SSBUMP_FLAT ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); } } } if( hasBump2 ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 ); } else { if( hasSSBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SSBUMP_FLAT ); } } } if( hasBumpMask ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 ); } else { // this doesn't make sense pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT ); } } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } if ( hasLightWarpTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 ); } if ( bHasBlendModulateTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 ); } if ( hasFlashlight && IsX360() ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderFlashlightState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); CBCmdSetPixelShaderFlashlightState_t state; state.m_LightSampler = SHADER_SAMPLER13; state.m_DepthSampler = SHADER_SAMPLER14; state.m_ShadowNoiseSampler = SHADER_SAMPLER15; state.m_nColorConstant = 28; state.m_nAttenConstant = 13; state.m_nOriginConstant = 14; state.m_nDepthTweakConstant = 19; state.m_nScreenScaleConstant = 31; state.m_nWorldToTextureConstant = -1; state.m_bFlashlightNoLambert = false; state.m_bSinglePassFlashlight = bSinglePassFlashlight; pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state ); } pContextData->m_SemiStaticCmdsOut.End(); } } DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); if( hasEnvmap ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame ); } bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath; int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); if( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline ) { nFixedLightingMode = ENABLE_FIXED_LIGHTING_NONE; } else { bVertexShaderFastPath = false; } } bool bWorldNormal = ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ); if ( bWorldNormal && IsPC() ) { float vEyeDir[4]; pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir ); float flFarZ = pShaderAPI->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; DynamicCmdsOut.SetVertexShaderConstant4( 12, vEyeDir[0], vEyeDir[1], vEyeDir[2], 1.0f ); } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); if( bDeferredActive ) { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_deferred_vs30 ); } else { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs30 ); } bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath; if ( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { bPixelShaderFastPath = false; } bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( pContextData->m_bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; } if( bHasFoW ) { if( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ) DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nFoW, -1 ); else DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER13, TEXTURE_WHITE ); float vFoWSize[ 4 ]; Vector vMins = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MINS ); Vector vMaxs = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MAXS ); vFoWSize[ 0 ] = vMins.x; vFoWSize[ 1 ] = vMins.y; vFoWSize[ 2 ] = vMaxs.x - vMins.x; vFoWSize[ 3 ] = vMaxs.y - vMins.y; DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_12, vFoWSize ); } if( bDeferredActive ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, GetDeferredExt()->GetTexture_LightAccum(), 0 ); DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, GetDeferredExt()->GetTexture_LightAccum2(), 0 ); //DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_WHITE ); int x, y, w, t; pShaderAPI->GetCurrentViewport( x, y, w, t ); float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 }; DynamicCmdsOut.SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_0, fl1 ); } bool bFlashlightShadows = false; bool bUberlight = false; if( hasFlashlight && IsX360() ) { pShaderAPI->GetFlashlightShaderInfo( &bFlashlightShadows, &bUberlight ); } else { // only do ambient light when not using flashlight static ConVarRef mat_ambient_light_r_forced( "mat_ambient_light_r_forced" ); static ConVarRef mat_ambient_light_g_forced( "mat_ambient_light_g_forced" ); static ConVarRef mat_ambient_light_b_forced( "mat_ambient_light_b_forced" ); float vAmbientColor[4] = { mat_ambient_light_r_forced.GetFloat() != -1.0f ? mat_ambient_light_r_forced.GetFloat() : mat_ambient_light_r.GetFloat(), mat_ambient_light_g_forced.GetFloat() != -1.0f ? mat_ambient_light_g_forced.GetFloat() : mat_ambient_light_g.GetFloat(), mat_ambient_light_b_forced.GetFloat() != -1.0f ? mat_ambient_light_b_forced.GetFloat() : mat_ambient_light_b.GetFloat(), 0.0f }; if ( mat_fullbright.GetInt() == 1 ) { vAmbientColor[0] = vAmbientColor[1] = vAmbientColor[2] = 0.0f; } DynamicCmdsOut.SetPixelShaderConstant( 31, vAmbientColor, 1 ); } float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); if( bDeferredActive ) { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, /*bFlashlightShadows*/ 0 ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_deferred_ps30 ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps30 ); } DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); if( !bDeferredActive && IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest ) { //Alpha testing makes it so we can't write to dest alpha //Writing to depth makes it so later polygons can't write to dest alpha either //This leads to situations with garbage in dest alpha. //Fix it now by converting depth to dest alpha for any pixels that just wrote. pShader->DrawEqualDepthToDestAlpha(); } }
//----------------------------------------------------------------------------- // 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 ); } } }
inline void DrawPass( IMaterialVar **params, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, int nPass, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bHasEnvmap = params[ENVMAP]->IsTexture(); bool bHasFlowmap = params[FLOWMAP]->IsTexture(); bool bHasCoreColorTexture = params[CORECOLORTEXTURE]->IsTexture(); SHADOW_STATE { SetInitialShadowState( ); if( nPass == 0 ) { // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); } else { pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } // If envmap is not specified, the alpha channel is the translucency // (If envmap *is* specified, alpha channel is the reflection amount) if ( params[NORMALMAP]->IsTexture() && !bHasEnvmap ) { SetDefaultBlendingShadowState( NORMALMAP, false ); } // source render target that contains the image that we are warping. pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } // normal map pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if( bHasEnvmap ) { // envmap pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_INTEGER ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); } } if( bHasFlowmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); } if( bHasCoreColorTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); } if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBWrite( true ); } unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int userDataSize = 0; int nTexCoordCount = 1; if( bIsModel ) { userDataSize = 4; } else { flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( sdk_core_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( sdk_core_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( sdk_core_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) ); SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap ); SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 ); SET_STATIC_PIXEL_SHADER( sdk_core_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( sdk_core_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && ( nPass == 1 ) ); SET_STATIC_PIXEL_SHADER_COMBO( FLOWMAP, bHasFlowmap ); SET_STATIC_PIXEL_SHADER_COMBO( CORECOLORTEXTURE, bHasCoreColorTexture && ( nPass == 0 ) ); SET_STATIC_PIXEL_SHADER_COMBO( REFRACT, nPass == 0 ); SET_STATIC_PIXEL_SHADER( sdk_core_ps20 ); } DefaultFog(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); if ( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); } BindTexture( SHADER_SAMPLER3, NORMALMAP, BUMPFRAME ); if( bHasEnvmap ) { BindTexture( SHADER_SAMPLER4, ENVMAP, ENVMAPFRAME ); } if( bHasFlowmap ) { BindTexture( SHADER_SAMPLER6, FLOWMAP, FLOWMAPFRAME ); } if( bHasCoreColorTexture ) { BindTexture( SHADER_SAMPLER7, CORECOLORTEXTURE, CORECOLORTEXTUREFRAME ); } DECLARE_DYNAMIC_VERTEX_SHADER( sdk_core_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( sdk_core_vs20 ); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_core_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_core_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( sdk_core_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( sdk_core_ps20 ); } SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, BUMPTRANSFORM ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { SetPixelShaderConstant( 0, ENVMAPTINT ); SetPixelShaderConstant( 1, REFRACTTINT ); } else { SetPixelShaderConstantGammaToLinear( 0, ENVMAPTINT ); SetPixelShaderConstantGammaToLinear( 1, REFRACTTINT ); } SetPixelShaderConstant( 2, ENVMAPCONTRAST ); SetPixelShaderConstant( 3, ENVMAPSATURATION ); float c5[4] = { params[REFRACTAMOUNT]->GetFloatValue(), params[REFRACTAMOUNT]->GetFloatValue(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 5, c5, 1 ); float eyePos[4]; s_pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); s_pShaderAPI->SetPixelShaderConstant( 8, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 11 ); if( bHasFlowmap ) { float curTime = pShaderAPI->CurrentTime(); float timeVec[4] = { curTime, curTime, curTime, curTime }; pShaderAPI->SetPixelShaderConstant( 6, timeVec, 1 ); SetPixelShaderConstant( 7, FLOWMAPSCROLLRATE ); SetPixelShaderConstant( 9, FLOWMAPTEXCOORDOFFSET ); } } Draw(); }
//----------------------------------------------------------------------------- // Draws the shader //----------------------------------------------------------------------------- void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bHasFlashlight, ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) { bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture(); 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 && !bHasFlashlight; CExampleModel_DX9_Context *pContextData = reinterpret_cast< CExampleModel_DX9_Context *> ( *pContextDataPtr ); if ( !pContextData ) { pContextData = new CExampleModel_DX9_Context; *pContextDataPtr = pContextData; } if( pShader->IsSnapshotting() ) { 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 ); } } 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, true ); 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 pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true ); 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 pShaderShadow->EnableSRGBWrite( true ); // texcoord0 : base texcoord, texcoord2 : decal hw morph delta int pTexCoordDim[3] = { 2, 0, 3 }; int nTexCoordCount = 1; // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); DECLARE_STATIC_VERTEX_SHADER( example_model_vs20 ); SET_STATIC_VERTEX_SHADER( example_model_vs20 ); // Assume we're only going to get in here if we support 2b DECLARE_STATIC_PIXEL_SHADER( example_model_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 ); SET_STATIC_PIXEL_SHADER( example_model_ps20b ); 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 ); if( bHasBaseTexture ) { pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } 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 && ( pFlashlightDepthTexture != NULL ); 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 { 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." ); } DECLARE_DYNAMIC_VERTEX_SHADER( example_model_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_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( example_model_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( example_model_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( example_model_ps20b ); pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); pShader->SetAmbientCubeDynamicStateVertexShader(); if( !bHasFlashlight ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); } pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); // handle mat_fullbright 2 (diffuse lighting only) if( bLightingOnly ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); 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 ); 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 ); } } pShader->Draw(); }
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(); }
void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar** params, bool hasFlashlight, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr ) { CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr ); if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged || hasFlashlight ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask; BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested; bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow; if ( ! pContextData ) // make sure allocated { pContextData = new CLightmappedGeneric_DX9_Context; *pContextDataPtr = pContextData; } bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && ( !g_pHardwareConfig->PreferReducedFillrate() ); bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture(); bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture(); bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture(); bool hasDetailTexture = params[info.m_nDetail]->IsTexture(); bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum && !hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0); bool bHasBlendModulateTexture = (info.m_nBlendModulateTexture != -1) && (params[info.m_nBlendModulateTexture]->IsTexture() ); bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); // Parallax cubemaps bool hasParallaxCorrection = params[info.m_nEnvmapParallaxObb1]->IsDefined(); if ( hasFlashlight && !IsX360() ) { // !!speed!! do this in the caller so we don't build struct every time CBaseVSShader::DrawFlashlight_dx90_Vars_t vars; vars.m_bBump = hasBump; vars.m_nBumpmapVar = info.m_nBumpmap; vars.m_nBumpmapFrame = info.m_nBumpFrame; vars.m_nBumpTransform = info.m_nBumpTransform; vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture; vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame; vars.m_bLightmappedGeneric = true; vars.m_bWorldVertexTransition = hasBaseTexture2; vars.m_nBaseTexture2Var = info.m_nBaseTexture2; vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame; vars.m_nBumpmap2Var = info.m_nBumpmap2; vars.m_nBumpmap2Frame = info.m_nBumpFrame2; vars.m_nBump2Transform = info.m_nBumpTransform2; vars.m_nAlphaTestReference = info.m_nAlphaTestReference; vars.m_bSSBump = hasSSBump; vars.m_nDetailVar = info.m_nDetail; vars.m_nDetailScale = info.m_nDetailScale; vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode; vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor; vars.m_nDetailTint = info.m_nDetailTint; if ( ( info.m_nSeamlessMappingScale != -1 ) ) vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue(); else vars.m_fSeamlessScale = 0.0; pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars ); return; } pContextData->m_bFullyOpaque = bFullyOpaque; pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest; NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE; if ( hasBump && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() ) { ITexture *pBumpTex = params[info.m_nBumpmap]->GetTextureValue(); if ( pBumpTex ) { nNormalDecodeMode = pBumpTex->GetNormalDecodeMode(); if ( hasBump2 ) // Check encoding of secondary normal if there is oneg { ITexture *pBumpTex2 = params[info.m_nBumpmap]->GetTextureValue(); if ( pBumpTex2 && ( pBumpTex2->GetNormalDecodeMode() != nNormalDecodeMode ) ) { DevMsg("LightmappedGeneric: Primary and Secondary normal map compression formats don't match. This is unsupported!\n"); Assert(0); } } } } int nNormalMaskDecodeMode = 0; if ( hasBumpMask && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() ) { ITexture *pBumpMaskTex = params[info.m_nBumpMask]->GetTextureValue(); if ( pBumpMaskTex ) { nNormalMaskDecodeMode = pBumpMaskTex->GetNormalDecodeMode(); } } bool bHasOutline = IsBoolSet( info.m_nOutline, params ); pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline; bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); if ( pShaderShadow || bNeedRegenStaticCmds ) { bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); if ( bNeedRegenStaticCmds ) { pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf; if( !hasBaseTexture ) { if( hasEnvmap ) { // if we only have an envmap (no basetexture), then we want the albedo to be black. staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK ); } else { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } } staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( bSeamlessMapping ) { staticCmdsBuf.SetVertexShaderConstant4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); } staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); staticCmdsBuf.SetPixelShaderFogParams( 11 ); staticCmdsBuf.End(); // now, copy buf pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); } if ( pShaderShadow ) { // Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if ( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() ); } pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture ); unsigned int flags = VERTEX_POSITION; // base texture pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); if ( hasLightWarpTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false ); } if ( bHasBlendModulateTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); } if ( hasBaseTexture2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true ); } // if( hasLightmap ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } if( hasEnvmap || ( IsX360() && hasFlashlight ) ) { if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } } flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; } int nDetailBlendMode = 0; if ( hasDetailTexture ) { nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params ); ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( hasBump ) nDetailBlendMode = 10; // ssbump else nDetailBlendMode = 11; // ssbump_nobump } } if( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); bool bSRGBState = ( nDetailBlendMode == 1 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Normal map alpha, in the compressed normal case } } if( hasBump2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Secondary normal alpha, in the compressed normal case } } if( hasBumpMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal mask alpha, in the compressed normal case } } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( hasFlashlight && IsX360() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasVertexColor || hasBaseTexture2 || hasBump2 ) { flags |= VERTEX_COLOR; } // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); // Pre-cache pixel shaders bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); int bumpmap_variant=(hasSSBump) ? 2 : hasBump; bool bMaskedBlending=( (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() != 0) ); DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); bool bReliefMapping = false; //( bumpmap_variant == 2 ) && ( ! bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );//bReliefMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); #ifdef _X360 SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight); #endif SET_STATIC_VERTEX_SHADER(sdk_lightmappedgeneric_vs20); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( RELIEF_MAPPING, bReliefMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, (int) nNormalMaskDecodeMode ); // Parallax cubemaps enabled for 2_0b and onwards SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection ); #ifdef _X360 SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight); #endif SET_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b); } else { DECLARE_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!) SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0 // Parallax cubemaps SET_STATIC_PIXEL_SHADER_COMBO(PARALLAXCORRECT, 0); // No parallax cubemaps with ps_2_0 SET_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20); } // HACK HACK HACK - enable alpha writes all the time so that we have them for // underwater stuff and writing depth to dest alpha // But only do it if we're not using the alpha already for translucency pShaderShadow->EnableAlphaWrites( bFullyOpaque ); pShaderShadow->EnableSRGBWrite( true ); pShader->DefaultFog(); } // end shadow state } // end shadow || regen display list if ( pShaderAPI && pContextData->m_bMaterialVarsChanged ) { // need to regenerate the semistatic cmds pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false; bool bHasBlendMaskTransform= ( (info.m_nBlendMaskTransform != -1) && (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() ) && ( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) ); // If we don't have a texture transform, we don't have // to set vertex shader constants or run vertex shader instructions // for the texture transform. bool bHasTextureTransform = !( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform2]->MatrixIsIdentity() && params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); bHasTextureTransform |= bHasBlendMaskTransform; pContextData->m_bVertexShaderFastPath = !bHasTextureTransform; if( params[info.m_nDetail]->IsTexture() ) { pContextData->m_bVertexShaderFastPath = false; } if (bHasBlendMaskTransform) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, info.m_nBlendMaskTransform ); } if ( ! pContextData->m_bVertexShaderFastPath ) { bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); if (!bSeamlessMapping ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); // If we have a detail texture, then the bump texcoords are the same as the base texcoords. if( hasBump && !hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } else if ( hasBump2 ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 ); } } pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); // set up shader modulation color float color[4] = { 1.0, 1.0, 1.0, 1.0 }; pShader->ComputeModulationColor( color ); float flLScale = pShaderAPI->GetLightMapScaleFactor(); color[0] *= flLScale; color[1] *= flLScale; color[2] *= flLScale; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color ); if ( hasDetailTexture ) { float detailTintAndBlend[4] = {1, 1, 1, 1}; if ( info.m_nDetailTint != -1 ) { params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 ); } detailTintAndBlend[3] = fDetailBlendFactor; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend ); } float envmapTintVal[4]; float selfIllumTintVal[4]; params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); pContextData->m_bPixelShaderFastPath = true; bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f); bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) { pContextData->m_bPixelShaderFastPath = false; } if( !pContextData->m_bPixelShaderFastPath ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); // [ 0, 0, 1-R(0), R(0) ] pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); } else { if ( bHasOutline ) { float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ), GetFloatParam( info.m_nOutlineStart1, params ), GetFloatParam( info.m_nOutlineEnd0, params ), GetFloatParam( info.m_nOutlineEnd1, params ), 0,0,0, GetFloatParam( info.m_nOutlineAlpha, params ) }; if ( info.m_nOutlineColor != -1 ) { params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 ); } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 ); } if ( bHasSoftEdges ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 4, GetFloatParam( info.m_nEdgeSoftnessStart, params ), GetFloatParam( info.m_nEdgeSoftnessEnd, params ), 0,0 ); } } // texture binds if( hasBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } // handle mat_fullbright 2 bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); if( bLightingOnly ) { // BASE TEXTURE if( hasSelfIllum ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // BASE TEXTURE 2 if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY ); } // DETAIL TEXTURE if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY ); } // disable color modulation float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); // turn off environment mapping envmapTintVal[0] = 0.0f; envmapTintVal[1] = 0.0f; envmapTintVal[2] = 0.0f; } // always set the transform for detail textures since I'm assuming that you'll // always have a detailscale. if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); } if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame ); } if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER4, SHADER_SAMPLER9, info.m_nBumpmap, info.m_nBumpFrame ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); } } if( hasBump2 ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER5, SHADER_SAMPLER10, info.m_nBumpmap2, info.m_nBumpFrame2 ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT ); } } if( hasBumpMask ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { Assert(0); //pContextData->m_SemiStaticCmdsOut.BindTexture( SHADER_SAMPLER8, SHADER_SAMPLER11, info.m_nBumpMask ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT ); } } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } if ( hasLightWarpTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 ); } if ( bHasBlendModulateTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 ); } // Parallax cubemaps if (hasParallaxCorrection) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant(21, params[info.m_nEnvmapOrigin]->GetVecValue()); float* vecs[3]; vecs[0] = const_cast<float*>(params[info.m_nEnvmapParallaxObb1]->GetVecValue()); vecs[1] = const_cast<float*>(params[info.m_nEnvmapParallaxObb2]->GetVecValue()); vecs[2] = const_cast<float*>(params[info.m_nEnvmapParallaxObb3]->GetVecValue()); float matrix[4][4]; for (int i = 0; i < 3; i++) { for (int j = 0; j < 4; j++) { matrix[i][j] = vecs[i][j]; } } matrix[3][0] = matrix[3][1] = matrix[3][2] = 0; matrix[3][3] = 1; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant(22, &matrix[0][0], 4); } pContextData->m_SemiStaticCmdsOut.End(); } } DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); if( hasEnvmap ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame ); } int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath; if( nFixedLightingMode != 0 ) { if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline ) nFixedLightingMode = 0; else bVertexShaderFastPath = false; } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); DECLARE_DYNAMIC_VERTEX_SHADER(sdk_lightmappedgeneric_vs20); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, (nFixedLightingMode)?1:0 ); SET_DYNAMIC_VERTEX_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_vs20); bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath; if( nFixedLightingMode !=0 ) { bPixelShaderFastPath = false; } bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( pContextData->m_bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; } float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode ); SET_DYNAMIC_PIXEL_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_ps20b); } else { DECLARE_DYNAMIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode ); SET_DYNAMIC_PIXEL_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_ps20); } if( hasFlashlight && IsX360() ) { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 ); SetFlashLightColorFromState( flashlightState, pShaderAPI ); float atten[4], pos[4]; atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZ; DynamicCmdsOut.SetPixelShaderConstant( 13, atten, 1 ); pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; DynamicCmdsOut.SetPixelShaderConstant( 14, pos, 1 ); pShader->BindTexture( SHADER_SAMPLER13, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture, 0 ); DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D ); // Tweaks associated with a given flashlight float tweaks[4]; tweaks[0] = ShadowFilterFromState( flashlightState ); tweaks[1] = ShadowAttenFromState( flashlightState ); pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); DynamicCmdsOut.SetPixelShaderConstant( 19, tweaks, 1 ); // Dimensions of screen, used for screen-space noise map sampling float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; DynamicCmdsOut.SetPixelShaderConstant( 31, vScreenScale, 1 ); } } DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); if( IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest ) { //Alpha testing makes it so we can't write to dest alpha //Writing to depth makes it so later polygons can't write to dest alpha either //This leads to situations with garbage in dest alpha. //Fix it now by converting depth to dest alpha for any pixels that just wrote. pShader->DrawEqualDepthToDestAlpha(); } }
void 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(); }
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 ); // Pixel Shader if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { 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 ); } else { DECLARE_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); SET_STATIC_PIXEL_SHADER( cloak_blended_pass_ps20 ); } } #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 ); // Set Pixel Shader Combos if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 ); SET_DYNAMIC_PIXEL_SHADER( cloak_blended_pass_ps20 ); } } #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( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); 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 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 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 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(); }
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 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(); }