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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "BaseVSShader.h"
#include "cpp_shader_constant_register_map.h"
#include "teeth_vs20.inc"
#include "teeth_flashlight_vs20.inc"
#include "teeth_bump_vs20.inc"
#include "teeth_ps20.inc"
#include "teeth_ps20b.inc"
#include "teeth_flashlight_ps20.inc"
#include "teeth_flashlight_ps20b.inc"
#include "teeth_bump_ps20.inc"
#include "teeth_bump_ps20b.inc"
#if !defined( _X360 ) && !defined( _PS3 )
#include "teeth_vs30.inc"
#include "teeth_ps30.inc"
#include "teeth_bump_vs30.inc"
#include "teeth_bump_ps30.inc"
#include "teeth_flashlight_vs30.inc"
#include "teeth_flashlight_ps30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX9 )
BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" ) BEGIN_SHADER_PARAMS SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" ) SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "100", "phong exponent" ) SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
if( params[BUMPMAP]->IsDefined() ) { LoadTexture( BUMPMAP ); } }
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->EnableSRGBRead( SHADER_SAMPLER1, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalization sampler for per-pixel lighting
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false ); 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 ) { #if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow ); SET_STATIC_VERTEX_SHADER( teeth_bump_vs20 );
// ps_2_b version which does phong
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20b ); SET_STATIC_PIXEL_SHADER( teeth_bump_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20 ); SET_STATIC_PIXEL_SHADER( teeth_bump_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { // The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs30 ); SET_STATIC_VERTEX_SHADER( teeth_bump_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 ); SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 ); } #endif
} else { #if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow ); SET_STATIC_VERTEX_SHADER( teeth_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( teeth_ps20b ); SET_STATIC_PIXEL_SHADER( teeth_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( teeth_ps20 ); SET_STATIC_PIXEL_SHADER( teeth_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { // The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_vs30 ); SET_STATIC_VERTEX_SHADER( teeth_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_ps30 ); SET_STATIC_PIXEL_SHADER( teeth_ps30 ); } #endif
}
// On DX9, do sRGB
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBWrite( true );
FogToFogColor();
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
// Lighting constants
PI_BeginCommandBuffer(); PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE ); PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
// For non-bumped case, ambient cube is computed in the vertex shader
if ( !hasBump ) { PI_SetVertexShaderAmbientLightCube(); }
PI_EndCommandBuffer(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME ); if ( hasBump ) { BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, BUMPMAP ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
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 = {0, false, false}; 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 ) { #if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 ); 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_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 ); // ps_2_b version which does Phong
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { Vector4D vSpecExponent; vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 );
Vector4D vSpecExponent; vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 ); } #endif
} else { #if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs20 ); 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_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( teeth_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 ); SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( teeth_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 ); } #endif
} } Draw(); }
void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression ) { SHADOW_STATE { // Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Flashlight spot
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
// Additive blend the teeth, lit by the flashlight
s_pShaderShadow->EnableAlphaTest( false ); s_pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); s_pShaderShadow->EnableBlending( true );
// 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 );
ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT; if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // shadow depth map
//pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER2 );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // shadow noise
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( false /*bForceLowQuality */, g_pHardwareConfig->HasFastVertexTextures() && !IsPlatformX360() && !IsPlatformPS3() /* bPS30 */ ); // Based upon vendor and device dependent formats
}
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 ); SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 ); SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { // The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 ); SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 );
DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 ); } #endif
// On DX9, do sRGB
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBWrite( true );
FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, FRAME );
// State for spotlight projection, attenuation etc
SetFlashlightVertexShaderConstants( false, -1, false, -1, true );
VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); SetFlashLightColorFromState( flashlightState, pShaderAPI, false, PSREG_FLASHLIGHT_COLOR );
bool bFlashlightShadows = g_pHardwareConfig->SupportsPixelShaders_2_b() ? ( flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) ) : false; if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_SHADOW_NOISE_2D ); }
Vector4D lighting; params[FORWARD]->GetVecValue( lighting.Base(), 3 ); lighting[3] = params[ILLUMFACTOR]->GetFloatValue(); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, lighting.Base() );
float atten[4], pos[4], tweaks[4]; SetFlashLightColorFromState( flashlightState, pShaderAPI, false, PSREG_FLASHLIGHT_COLOR );
BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, 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_FarZAtten; 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]; pos[3] = flashlightState.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( 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; vScreenScale[2] = 1.0f / flashlightState.m_flShadowMapResolution; vScreenScale[3] = 2.0f / flashlightState.m_flShadowMapResolution; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
float vFlashlightPos[4]; pShaderAPI->GetWorldSpaceCameraPosition( vFlashlightPos ); pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vFlashlightPos, 1 );
if ( IsX360() ) { pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); }
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 ); SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 )
else { SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight ); SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 );
SetupUberlightFromState( pShaderAPI, flashlightState ); } #endif
} Draw(); }
SHADER_DRAW { SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); } bool hasFlashlight = UsingFlashlight( params ); if ( !hasFlashlight || ( IsX360() || IsPS3() ) ) { DrawUsingVertexShader( params, pShaderAPI, pShaderShadow, vertexCompression ); SHADOW_STATE { SetInitialShadowState(); } } if( hasFlashlight ) { DrawFlashlight( params, pShaderAPI, pShaderShadow, vertexCompression ); } } END_SHADER
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