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//========= Copyright � 1996-2007, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "Blob_helper.h"
#include "cpp_shader_constant_register_map.h"
/*
#include "mathlib/VMatrix.h"
#include "convar.h"
*/
// Auto generated inc files
#include "blob_vs30.inc"
#include "blob_ps30.inc"
#include "blob_arm_vs20.inc"
#include "blob_arm_ps20b.inc"
void InitParamsBlob( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, BlobVars_t &info ) { // Set material parameter default values
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nBackSurface, kDefaultBackSurface ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nUVScale, kDefaultUVScale ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nBumpStrength, kDefaultBumpStrength ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nFresnelBumpStrength, kDefaultFresnelBumpStrength );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nInteriorEnable, kDefaultInteriorEnable ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorFogStrength, kDefaultInteriorFogStrength ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorFogLimit, kDefaultInteriorFogLimit ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorFogNormalBoost, kDefaultInteriorFogNormalBoost ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorBackgroundBoost, kDefaultInteriorBackgroundBoost ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorAmbientScale, kDefaultInteriorAmbientScale ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorBackLightScale, kDefaultInteriorBackLightScale ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nInteriorColor, kDefaultInteriorColor, 3 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorRefractStrength, kDefaultInteriorRefractStrength ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorRefractBlur, kDefaultInteriorRefractBlur );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nFresnelParams, kDefaultFresnelParams, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBaseColorTint, kDefaultBaseColorTint, 3 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDiffuseScale, kDefaultDiffuseScale ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecExp, kDefaultSpecExp ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecScale, kDefaultSpecScale ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecExp2, kDefaultSpecExp ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecScale2, kDefaultSpecScale ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRimLightExp, kDefaultRimLightExp ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRimLightScale, kDefaultRimLightScale ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nSelfIllumFresnelEnable, kDefaultSelfIllumFresnelEnable ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nSelfIllumFresnelParams, kDefaultSelfIllumFresnelParams, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nSelfIllumTint, kDefaultSelfIllumTint, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nUVProjOffset, kDefaultUVProjOffset, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBBMin, kDefaultBB, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBBMax, kDefaultBB, 3 ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nArmature, kDefaultArmature );
// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
Assert( info.m_nFlashlightTexture >= 0 ); if ( g_pHardwareConfig->SupportsBorderColor() ) { params[info.m_nFlashlightTexture]->SetStringValue( "effects/flashlight_border" ); } else { params[info.m_nFlashlightTexture]->SetStringValue( "effects/flashlight001" ); } SET_PARAM_INT_IF_NOT_DEFINED( info.m_nFlashlightTextureFrame, 0 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nArmColorTint, kDefaultArmColorTint, 3 ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nArmWiden, kDefaultArmWiden ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nArmWidthExp, kDefaultArmWidthExp ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nArmWidthScale, kDefaultArmWidthScale ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nArmWidthBias, kDefaultArmWidthBias ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nAnimateArmPulses, kDefaultAnimateArmPulses );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nVolumeTex, kDefaultVolumeTex ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nBumpFrame, kDefaultBumpFrame )
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nGlowScale, kDefaultGlowScale ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPulse, kDefaultPulse ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nContactShadows, kDefaultContactShadows );
if ( IS_PARAM_DEFINED( info.m_nPulse ) && params[info.m_nPulse]->GetIntValue() && IS_PARAM_DEFINED( info.m_nContactShadows ) && params[info.m_nContactShadows]->GetIntValue() ) { Warning( "ERROR: material (%s) has invalid settings - contactShadows and pulse cannot both be set to 1\n", pMaterialName ); params[info.m_nContactShadows]->SetIntValue( 0 ); }
// Set material flags
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
//SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
//SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
// This flag is turned off even though the shader needs the full framebuffer texture.
// The blob client code kicks off updating the framebuffer texture explicitly once it's done with drawing the innards.
if ( params[info.m_nInteriorEnable]->IsDefined() && params[info.m_nInteriorEnable]->GetIntValue() != 0 ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); } }
void InitBlob( CBaseVSShader *pShader, IMaterialVar** params, BlobVars_t &info ) { // Load textures
if ( (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB ); }
if ( (info.m_nNormalMap != -1) && params[info.m_nNormalMap]->IsDefined() ) { pShader->LoadTexture( info.m_nNormalMap ); }
if ( (info.m_nSpecMap != -1) && params[info.m_nSpecMap]->IsDefined() ) { pShader->LoadTexture( info.m_nSpecMap ); }
if ( (info.m_nLightWarpTexture != -1) && params[info.m_nLightWarpTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nLightWarpTexture, TEXTUREFLAGS_SRGB ); }
if ( (info.m_nFresnelWarpTexture != -1) && params[info.m_nFresnelWarpTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nFresnelWarpTexture ); }
if ( (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nOpacityTexture ); }
if ( (info.m_nFlashlightTexture != -1) && params[info.m_nFlashlightTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB ); } }
void DrawBlob( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, BlobVars_t &info, VertexCompressionType_t vertexCompression ) { if ( (info.m_nArmature != -1) && ( params[info.m_nArmature]->GetIntValue() > 0 ) ) { DrawArmature( pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression, 0 ); DrawArmature( pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression, 1 ); return; }
bool bHasFlashlight = pShader->UsingFlashlight( params ); bool bBackSurface = (info.m_nBackSurface != -1) && ( params[info.m_nBackSurface]->GetIntValue() > 0 ); bool bLightWarp = (info.m_nLightWarpTexture != -1) && params[info.m_nLightWarpTexture]->IsDefined(); bool bFresnelWarp = (info.m_nFresnelWarpTexture != -1) && params[info.m_nFresnelWarpTexture]->IsDefined(); bool bOpacityTexture = (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsDefined(); bool bInteriorLayer = (info.m_nInteriorEnable != -1) && ( params[info.m_nInteriorEnable]->GetIntValue() > 0 ); bool bSelfIllumFresnel = (info.m_nSelfIllumFresnelEnable != -1) && ( params[info.m_nSelfIllumFresnelEnable]->GetIntValue() > 0 ); bool bVolumeTex = (info.m_nVolumeTex != -1) && ( params[info.m_nVolumeTex]->GetIntValue() > 0 ); bool bContactShadows = (info.m_nContactShadows != -1) && ( params[info.m_nContactShadows]->GetIntValue() > 0 ); bool bPulse = (info.m_nPulse != -1) && ( params[info.m_nPulse]->GetIntValue() > 0 );
SHADOW_STATE { // Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int nTexCoordCount = 1; int userDataSize = 0; int texCoordDims[4] = { 4, 4, 4, 4 }; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, texCoordDims, userDataSize );
ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT; if ( bHasFlashlight ) { nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( false /* bForceLowQuality */, true /* bPS30 */ ); // Based upon vendor and device dependent formats
}
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( blob_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( CONTACT_SHADOW, bContactShadows ); // only do contact shadows on outer shell (which has interior layer enabled)
SET_STATIC_VERTEX_SHADER_COMBO( VOLUME_TEXTURE, bVolumeTex ); SET_STATIC_VERTEX_SHADER( blob_vs30 ); // Pixel Shader
if( /* g_pHardwareConfig->SupportsPixelShaders_3_0() */ true ) { DECLARE_STATIC_PIXEL_SHADER( blob_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BACK_SURFACE, bBackSurface ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHT_WARP, bLightWarp ); SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL_WARP, bFresnelWarp ); SET_STATIC_PIXEL_SHADER_COMBO( OPACITY_TEXTURE, bOpacityTexture ); SET_STATIC_PIXEL_SHADER_COMBO( INTERIOR_LAYER, bInteriorLayer ); SET_STATIC_PIXEL_SHADER_COMBO( HIGH_PRECISION_DEPTH, (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? true : false ); SET_STATIC_PIXEL_SHADER_COMBO( SELF_ILLUM_FRESNEL, bSelfIllumFresnel ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( CONTACT_SHADOW, bContactShadows ); // only do contact shadows on outer shell (which has interior layer enabled)
SET_STATIC_PIXEL_SHADER_COMBO( SELF_ILLUM_PULSE, bPulse ); SET_STATIC_PIXEL_SHADER_COMBO( VOLUME_TEXTURE, bVolumeTex ); SET_STATIC_PIXEL_SHADER( blob_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 ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); //[sRGB] Backbuffer
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Spec mask
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); //[sRGB] Light warp
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Fresnel warp // TODO: Could be in alpha of lightwarp
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Opacity
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
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 ); }
pShaderShadow->EnableSRGBWrite( true );
/*
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaWrites( false ); */ pShaderShadow->EnableAlphaWrites( 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(); }
DYNAMIC_STATE { ///////////////////////
// VERTEX SHADER SETUP
///////////////////////
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( blob_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( blob_vs30 );
LightState_t lightState = { 0, false, false }; pShaderAPI->GetDX9LightState( &lightState );
// VS constants
float flConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; flConsts[0] = IS_PARAM_DEFINED( info.m_nUVScale ) ? params[info.m_nUVScale]->GetFloatValue() : kDefaultUVScale; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, flConsts );
if ( IS_PARAM_DEFINED( info.m_nUVProjOffset ) ) params[info.m_nUVProjOffset]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultUVProjOffset, sizeof( kDefaultUVProjOffset ) ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, flConsts );
if ( IS_PARAM_DEFINED( info.m_nBBMin ) ) params[info.m_nBBMin]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultBB, sizeof( kDefaultBB ) ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flConsts );
if ( IS_PARAM_DEFINED( info.m_nBBMax ) ) params[info.m_nBBMax]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultBB, sizeof( kDefaultBB ) ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, flConsts );
//////////////////////
// PIXEL SHADER SETUP
//////////////////////
// Bind textures
pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE ); pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap, info.m_nBumpFrame ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
if ( (info.m_nSpecMap != -1) && params[info.m_nSpecMap]->IsDefined() ) { pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nSpecMap ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_WHITE ); }
if ( bLightWarp ) { pShader->BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nLightWarpTexture ); }
if ( bFresnelWarp ) { pShader->BindTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, info.m_nFresnelWarpTexture ); }
if ( bOpacityTexture ) { pShader->BindTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, info.m_nOpacityTexture ); }
// flashlightfixme: put this in common code.
bool bFlashlightShadows = false; if( bHasFlashlight ) { Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); pShader->BindTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = state.m_bEnableShadows;
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_NONE, 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->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] ); 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 ); } }
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; pShaderAPI->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(); pShaderAPI->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; pShaderAPI->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_nDiffuseScale ) ? params[info.m_nDiffuseScale]->GetFloatValue() : kDefaultDiffuseScale; flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorAmbientScale ) ? params[info.m_nInteriorAmbientScale]->GetFloatValue() : kDefaultInteriorAmbientScale; pShaderAPI->SetPixelShaderConstant( 10, flConsts, 1 );
pShaderAPI->GetWorldSpaceCameraPosition( flConsts ); flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp ) ? params[info.m_nSpecExp]->GetFloatValue() : kDefaultSpecExp; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, flConsts, 1 );
// Depth alpha [ TODO: support fog ]
bool bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); flConsts[0] = bWriteDepthToAlpha ? 1.0f : 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_FOG_PARAMS, flConsts, 1 );
if ( IS_PARAM_DEFINED( info.m_nBaseColorTint ) ) params[info.m_nBaseColorTint]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultBaseColorTint, sizeof( kDefaultBaseColorTint ) ); flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorBackLightScale ) ? params[info.m_nInteriorBackLightScale]->GetFloatValue() : kDefaultInteriorBackLightScale; pShaderAPI->SetPixelShaderConstant( 19, flConsts, 1 );
if( bSelfIllumFresnel ) { if ( IS_PARAM_DEFINED( info.m_nSelfIllumFresnelParams ) ) params[info.m_nSelfIllumFresnelParams]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSelfIllumFresnelParams, sizeof( kDefaultSelfIllumFresnelParams ) ); float flMin = flConsts[0]; float flMax = flConsts[1]; float flExp = flConsts[2];
flConsts[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
flConsts[0] = 1.0f - flConsts[1]; // Scale
flConsts[2] = flExp; // Exp
flConsts[3] = flMax; // Brightness
pShaderAPI->SetPixelShaderConstant( 26, flConsts, 1 );
if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) ) params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSelfIllumTint, sizeof( kDefaultSelfIllumTint ) ); pShaderAPI->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(); pShaderAPI->SetPixelShaderConstant( 32, flConsts, 1 );
float mView[16]; pShaderAPI->GetMatrix( MATERIAL_VIEW, mView ); pShaderAPI->SetPixelShaderConstant( 33, mView, 3 );
flConsts[0] = IS_PARAM_DEFINED( info.m_nInteriorFogLimit ) ? params[info.m_nInteriorFogLimit]->GetFloatValue() : kDefaultInteriorFogLimit; flConsts[0] = 1.0f - flConsts[0]; flConsts[1] = params[info.m_nInteriorFogNormalBoost]->GetFloatValue(); flConsts[2] = params[info.m_nGlowScale]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 36, flConsts, 1 );
// Set Pixel Shader Combos
if( /*g_pHardwareConfig->SupportsPixelShaders_2_b()*/ true ) { DECLARE_DYNAMIC_PIXEL_SHADER( blob_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( blob_ps30 ); } else { Assert( !"No ps_3_0" ); } } pShader->Draw(); }
void DrawArmature( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, BlobVars_t &info, VertexCompressionType_t vertexCompression, int nPassIdx ) { Assert( nPassIdx >= 0 && nPassIdx < 2 );
bool bSelfIllumFresnel = (info.m_nSelfIllumFresnelEnable != -1) && ( params[info.m_nSelfIllumFresnelEnable]->GetIntValue() > 0 ); bool bArmWiden = (info.m_nArmWiden != -1) && ( params[info.m_nArmWiden]->GetIntValue() > 0 ); bool bNormalMap = (info.m_nNormalMap != -1) && params[info.m_nNormalMap]->IsDefined(); bool bBaseMap = params[BASETEXTURE]->IsDefined(); bool bAnimatedPulses = (info.m_nAnimateArmPulses != -1) && ( params[info.m_nAnimateArmPulses]->GetIntValue() > 0 );
SHADOW_STATE { if ( nPassIdx != 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_COLOR; int nTexCoordCount = 5; int userDataSize = 0; int texCoordDims[5] = { 4, 4, 4, 4, 4 }; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, texCoordDims, userDataSize );
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( blob_arm_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( WIDEN_TIPS, bArmWiden ); SET_STATIC_VERTEX_SHADER( blob_arm_vs20 );
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( blob_arm_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( SELF_ILLUM_FRESNEL, bSelfIllumFresnel ); SET_STATIC_PIXEL_SHADER_COMBO( PRE_PASS, ( nPassIdx == 0 ) ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, bNormalMap ); SET_STATIC_PIXEL_SHADER_COMBO( MOVING_PULSES, bAnimatedPulses ); SET_STATIC_PIXEL_SHADER( blob_arm_ps20b ); } else { Assert( !"No ps_2_b" ); }
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableAlphaToCoverage( nPassIdx == 0 ); pShaderShadow->EnableAlphaTest( nPassIdx == 0 ); pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 0.5f ); pShaderShadow->EnableColorWrites( nPassIdx > 0 );
if ( nPassIdx != 0 ) { pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); }
// Blending
pShaderShadow->EnableAlphaWrites( 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(); }
DYNAMIC_STATE { if ( nPassIdx != 0 ) { // Reset render state manually since we're drawing from two materials
pShaderAPI->SetDefaultState(); }
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( blob_arm_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( blob_arm_vs20 );
LightState_t lightState = { 0, false, false }; pShaderAPI->GetDX9LightState( &lightState );
// VS constants
float flConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; flConsts[0] = IS_PARAM_DEFINED( info.m_nArmWidthExp ) ? params[info.m_nArmWidthExp]->GetFloatValue() : kDefaultArmWidthExp; flConsts[1] = IS_PARAM_DEFINED( info.m_nArmWidthScale ) ? params[info.m_nArmWidthScale]->GetFloatValue() : kDefaultArmWidthScale; flConsts[2] = IS_PARAM_DEFINED( info.m_nArmWidthBias ) ? params[info.m_nArmWidthBias]->GetFloatValue() : kDefaultArmWidthBias; flConsts[3] = IS_PARAM_DEFINED( info.m_nUVScale ) ? params[info.m_nUVScale]->GetFloatValue() : kDefaultUVScale; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, flConsts );
pShaderAPI->GetWorldSpaceCameraPosition( flConsts ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, flConsts );
// Set Pixel Shader Combos
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( blob_arm_ps20b ); SET_DYNAMIC_PIXEL_SHADER( blob_arm_ps20b ); } else { Assert( !"No ps_2_b" ); }
// Bind textures
if ( bBaseMap ) { pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_WHITE ); }
if ( bNormalMap ) { pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap ); }
pShaderAPI->GetWorldSpaceCameraPosition( flConsts ); flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp ) ? params[info.m_nSpecExp]->GetFloatValue() : kDefaultSpecExp; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, flConsts, 1 );
if ( IS_PARAM_DEFINED( info.m_nArmColorTint ) ) params[info.m_nArmColorTint ]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultArmColorTint, sizeof( kDefaultArmColorTint ) ); pShaderAPI->SetPixelShaderConstant( 19, flConsts, 1 );
if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) ) params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSelfIllumTint, sizeof( flConsts ) );
if( bSelfIllumFresnel ) { if ( IS_PARAM_DEFINED( info.m_nSelfIllumFresnelParams ) ) params[info.m_nSelfIllumFresnelParams]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSelfIllumTint, sizeof( flConsts ) ); float flMin = flConsts[0]; float flMax = flConsts[1]; float flExp = flConsts[2];
flConsts[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
flConsts[0] = 1.0f - flConsts[1]; // Scale
flConsts[2] = flExp; // Exp
flConsts[3] = flMax; // Brightness
pShaderAPI->SetPixelShaderConstant( 26, flConsts, 1 );
if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) ) params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 ); else memcpy( flConsts, kDefaultSelfIllumTint, sizeof( flConsts ) ); pShaderAPI->SetPixelShaderConstant( 27, flConsts, 1 ); } }
pShader->Draw(); }
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