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//========= Copyright (c) Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "customweapon_dx9_helper.h"
#include "cpp_shader_constant_register_map.h"
// Auto generated inc files
#include "customweapon_vs20.inc"
#include "customweapon_vs30.inc"
#include "customweapon_ps20b.inc"
#include "customweapon_ps30.inc"
#include "common_hlsl_cpp_consts.h"
#include "shaderlib/commandbuilder.h"
void InitParamsCustomWeapon( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CustomWeaponVars_t &info ) { static ConVarRef gpu_level( "gpu_level" ); int nGPULevel = gpu_level.GetInt();
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nCamoColor0, kDefaultCamoColor0, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nCamoColor1, kDefaultCamoColor1, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nCamoColor2, kDefaultCamoColor2, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nCamoColor3, kDefaultCamoColor3, 3 );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nBaseDiffuseOverride, kDefaultBaseDiffuseOverride ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPhongExponent, kDefaultPhongExponent ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPhongIntensity, kDefaultPhongIntensity ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearProgress, kDefaultWearProgress ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPaintStyle, kDefaultPaintStyle ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nExponentMode, kDefaultExponentMode );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPhongAlbedoFactor, kDefaultPhongAlbedoFactor );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nCheap, nGPULevel < 2 );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPreview, 0 ); SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nPreviewPhongFresnelRanges, kDefaultPreviewPhongFresnelRanges, 3 ); SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPreviewPhongAlbedoTint, 0 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPhongAlbedoBoost, -1 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPreviewPhongBoost, kDefaultPreviewPhongBoost ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPreviewPaintPhongAlbedoBoost, kDefaultPreviewPhongBoost );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPreviewIgnoreWeaponScale, 0 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPreviewWeaponObjScale, kDefaultWeaponScale ); SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPreviewWeaponUVScale, kDefaultWeaponScale );
if ( ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) && ( info.m_nPreview != -1 ) && ( params[info.m_nPreview]->GetIntValue() == 1 ) ) { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); } }
void InitCustomWeapon( CBaseVSShader *pShader, IMaterialVar** params, CustomWeaponVars_t &info ) { // Load textures
if ( ( info.m_nBaseTexture != -1 ) && params[info.m_nBaseTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture ); } if ( ( info.m_nSurfaceTexture != -1 ) && params[info.m_nSurfaceTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nSurfaceTexture ); } if ( ( info.m_nAOTexture != -1 ) && params[info.m_nAOTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nAOTexture ); } if ( ( info.m_nMasksTexture != -1 ) && params[info.m_nMasksTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nMasksTexture ); } if ( ( info.m_nPosTexture != -1 ) && params[info.m_nPosTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nPosTexture ); } if ( ( info.m_nGrungeTexture != -1 ) && params[info.m_nGrungeTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nGrungeTexture ); } if ( ( info.m_nWearTexture != -1 ) && params[info.m_nWearTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nWearTexture ); } if ( ( info.m_nPaintTexture != -1 ) && params[info.m_nPaintTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nPaintTexture ); } if ( ( info.m_nExpTexture != -1 ) && params[info.m_nExpTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nExpTexture ); } }
class CCustomWeapon_DX9_Context : public CBasePerMaterialContextData { public: CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut; };
void DrawCustomWeapon( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, CustomWeaponVars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) { CCustomWeapon_DX9_Context *pContextData = reinterpret_cast< CCustomWeapon_DX9_Context *> ( *pContextDataPtr );
bool bSurfaceTexture = ( info.m_nSurfaceTexture != -1 ) && params[info.m_nSurfaceTexture]->IsTexture(); bool bAOTexture = ( info.m_nAOTexture != -1 ) && params[info.m_nAOTexture]->IsTexture(); bool bMasksTexture = ( info.m_nMasksTexture != -1 ) && params[info.m_nMasksTexture]->IsTexture(); bool bPosTexture = ( info.m_nPosTexture != -1 ) && params[info.m_nPosTexture]->IsTexture(); bool bGrungeTexture = ( info.m_nGrungeTexture != -1 ) && params[info.m_nGrungeTexture]->IsTexture(); bool bWearTexture = ( info.m_nWearTexture != -1 ) && params[info.m_nWearTexture]->IsTexture(); bool bPaintTexture = ( info.m_nPaintTexture != -1 ) && params[info.m_nPaintTexture]->IsTexture(); bool bExpTexture = ( info.m_nExpTexture != -1 ) && params[info.m_nExpTexture]->IsTexture(); bool bBaseTexture = ( info.m_nBaseTexture != -1 ) && params[info.m_nBaseTexture]->IsTexture(); bool bPreview = ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) && ( info.m_nPreview != -1 ) && ( params[info.m_nPreview]->GetIntValue() == 1 ); bool bPreviewPhongAlbedoTint = bPreview && ( info.m_nPreviewPhongAlbedoTint != -1 ) && ( params[info.m_nPreviewPhongAlbedoTint]->GetIntValue() == 1 ); bExpTexture = bExpTexture || bPreview;
float fPhongAlbedoFactor; if ( bPreview ) { float fOrigPhongAlbedoBoost, fOrigPhongBoost, fPaintPhongAlbedoBoost; fOrigPhongAlbedoBoost = params[info.m_nPhongAlbedoBoost]->GetFloatValue(); fOrigPhongBoost = params[info.m_nPreviewPhongBoost]->GetFloatValue(); fPaintPhongAlbedoBoost = params[info.m_nPreviewPaintPhongAlbedoBoost]->GetFloatValue();
fPhongAlbedoFactor = ( fOrigPhongAlbedoBoost < 0 ) ? ( ( fOrigPhongBoost < 0 ) ? 1.0f : fOrigPhongBoost ) : fOrigPhongAlbedoBoost; fPhongAlbedoFactor /= ( fPaintPhongAlbedoBoost <= 0 ) ? 1.0f : fPaintPhongAlbedoBoost; } else { fPhongAlbedoFactor = params[info.m_nPhongAlbedoFactor]->GetFloatValue(); }
int nPaintStyle = 0; if ( info.m_nPaintStyle != -1 ) nPaintStyle = params[info.m_nPaintStyle]->GetIntValue();
bool bExpMode = ( info.m_nExponentMode != -1 ) && ( params[info.m_nExponentMode]->GetIntValue() == 1);
bool bCheapMode = ( params[info.m_nCheap]->GetIntValue() != 0 ) && ( ( nPaintStyle == 3 ) || ( nPaintStyle == 6 ) ) && ( !bExpMode );
if ( ( pShader->IsSnapshotting() && pShaderShadow ) || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) {
if ( pShader->IsSnapshotting() ) { // Set stream format (note that this shader supports compression)
int userDataSize = 0; unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// Vertex Shader
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) { DECLARE_STATIC_VERTEX_SHADER( customweapon_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( PREVIEW, bPreview ); SET_STATIC_VERTEX_SHADER( customweapon_vs30 ); } else { DECLARE_STATIC_VERTEX_SHADER( customweapon_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( PREVIEW, 0 ); // can't use the preview shader in ps20b
SET_STATIC_VERTEX_SHADER( customweapon_vs20 ); }
// Pixel Shader
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) { DECLARE_STATIC_PIXEL_SHADER( customweapon_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( PAINTSTYLE, nPaintStyle ); SET_STATIC_PIXEL_SHADER_COMBO( EXPONENTMODE, bExpMode ); SET_STATIC_PIXEL_SHADER_COMBO( CHEAPMODE, bCheapMode ); SET_STATIC_PIXEL_SHADER_COMBO( PREVIEW, bPreview ); SET_STATIC_PIXEL_SHADER_COMBO( PREVIEWPHONGALBEDOTINT, bPreview && bPreviewPhongAlbedoTint ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGALBEDOFACTORMODE, ( fPhongAlbedoFactor < 1.0f ) ); SET_STATIC_PIXEL_SHADER( customweapon_ps30 ); } else { DECLARE_STATIC_PIXEL_SHADER( customweapon_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( PAINTSTYLE, nPaintStyle ); SET_STATIC_PIXEL_SHADER_COMBO( EXPONENTMODE, bExpMode ); SET_STATIC_PIXEL_SHADER_COMBO( CHEAPMODE, bCheapMode ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGALBEDOFACTORMODE, ( fPhongAlbedoFactor < 1.0f ) ); SET_STATIC_PIXEL_SHADER( customweapon_ps20b ); }
// Textures
if( bAOTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // [sRGB] Ambient Occlusion
} if( bWearTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Scratches
} if( bExpTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Exponent
} if ( bBaseTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // [sRGB] Base
} if( bMasksTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Masks
} if( bGrungeTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // [sRGB] Grunge
} if( bSurfaceTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Obj-space normal and cavity
} if( bPosTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // High-precision Position
} if( bPaintTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Paint
}
pShaderShadow->EnableAlphaWrites( true ); bool bSRGBWrite = ( bPreview || !bExpMode ); pShaderShadow->EnableSRGBWrite( bSRGBWrite );
if ( bPreview ) { pShader->PI_BeginCommandBuffer(); 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 CCustomWeapon_DX9_Context; *pContextDataPtr = pContextData; } pContextData->m_bMaterialVarsChanged = false; pContextData->m_SemiStaticCmdsOut.Reset();
///////////////////////////
// Semi-static block
///////////////////////////
// VS Constants
if ( IS_PARAM_DEFINED( info.m_nPatternTextureTransform ) ) { if ( params[info.m_nPreviewIgnoreWeaponScale]->GetIntValue() == 1 ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nPatternTextureTransform ); else pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nPatternTextureTransform, info.m_nPreviewWeaponUVScale ); } else { if ( params[info.m_nPreviewIgnoreWeaponScale]->GetIntValue() == 1 ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nPatternTextureTransform ); else pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform, info.m_nPreviewWeaponUVScale ); }
if ( IS_PARAM_DEFINED( info.m_nWearTextureTransform ) ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nWearTextureTransform ); } else { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform ); }
if ( IS_PARAM_DEFINED( info.m_nGrungeTextureTransform ) ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nGrungeTextureTransform ); } else { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBaseTextureTransform ); }
// PS Constants
// AO
if( bAOTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nAOTexture, -1 ); }
// Scratches
if( bWearTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nWearTexture, -1 ); }
// Exponent
if( bExpTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nExpTexture, -1 ); }
// Base
if ( bBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, -1 ); }
// Masks
if( bMasksTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, info.m_nMasksTexture, -1 ); }
//Grunge
if( bGrungeTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nGrungeTexture, -1 ); }
// Object Space Normals
if( bSurfaceTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, info.m_nSurfaceTexture, -1 ); }
// Object Space Position
if( bPosTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, info.m_nPosTexture, -1 ); }
// Paint pattern
if( bPaintTexture ) { if ( ( nPaintStyle == 7 ) || ( nPaintStyle == 8 ) || ( nPaintStyle == 9 ) ) pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nPaintTexture, -1 ); else pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, TEXTURE_BINDFLAGS_NONE, info.m_nPaintTexture, -1 ); }
if ( bPreview ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); }
float fvCamoConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float fvCamo3[3] = { 0.0f, 0.0f, 0.0f }; params[info.m_nCamoColor3]->GetVecValue( fvCamo3, 3 ); if ( bPreview ) { fvCamo3[0] /= 255.0; fvCamo3[1] /= 255.0; fvCamo3[2] /= 255.0; } fvCamo3[0] = SrgbGammaToLinear( fvCamo3[0] ); fvCamo3[1] = SrgbGammaToLinear( fvCamo3[1] ); fvCamo3[2] = SrgbGammaToLinear( fvCamo3[2] );
params[info.m_nCamoColor0]->GetVecValue( fvCamoConst, 3 ); if ( bPreview ) { fvCamoConst[0] /= 255.0; fvCamoConst[1] /= 255.0; fvCamoConst[2] /= 255.0; } fvCamoConst[0] = SrgbGammaToLinear( fvCamoConst[0] ); fvCamoConst[1] = SrgbGammaToLinear( fvCamoConst[1] ); fvCamoConst[2] = SrgbGammaToLinear( fvCamoConst[2] ); fvCamoConst[3] = fvCamo3[0]; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 0, fvCamoConst, 1 );
params[info.m_nCamoColor1]->GetVecValue( fvCamoConst, 3 ); if ( bPreview ) { fvCamoConst[0] /= 255.0; fvCamoConst[1] /= 255.0; fvCamoConst[2] /= 255.0; } fvCamoConst[0] = SrgbGammaToLinear( fvCamoConst[0] ); fvCamoConst[1] = SrgbGammaToLinear( fvCamoConst[1] ); fvCamoConst[2] = SrgbGammaToLinear( fvCamoConst[2] ); fvCamoConst[3] = fvCamo3[1]; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, fvCamoConst, 1 );
params[info.m_nCamoColor2]->GetVecValue( fvCamoConst, 3 ); if ( bPreview ) { fvCamoConst[0] /= 255.0; fvCamoConst[1] /= 255.0; fvCamoConst[2] /= 255.0; } fvCamoConst[0] = SrgbGammaToLinear( fvCamoConst[0] ); fvCamoConst[1] = SrgbGammaToLinear( fvCamoConst[1] ); fvCamoConst[2] = SrgbGammaToLinear( fvCamoConst[2] ); fvCamoConst[3] = fvCamo3[2]; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, fvCamoConst, 1 );
float fvPhongFactors[4] = { kDefaultPhongAlbedoFactor, kDefaultPhongExponent, kDefaultPhongIntensity, 0 }; fvPhongFactors[0] = ( fPhongAlbedoFactor > 1 ) ? 1.0/fPhongAlbedoFactor : fPhongAlbedoFactor; fvPhongFactors[1] = params[info.m_nPhongExponent]->GetFloatValue(); if ( bPreview ) fvPhongFactors[1] /= 255.0; fvPhongFactors[2] = params[info.m_nPhongIntensity]->GetFloatValue(); if ( bPreview ) { float fPhongBoost = params[info.m_nPreviewPhongBoost]->GetFloatValue(); if ( ( nPaintStyle == 1 ) || ( nPaintStyle == 2 ) || ( nPaintStyle == 3 ) || ( nPaintStyle == 7 ) || ( nPaintStyle == 8 ) ) { fvPhongFactors[2] = ( fPhongBoost < 0 ) ? fvPhongFactors[2] : fvPhongFactors[2] / fPhongBoost; } } fvPhongFactors[3] = params[info.m_nWearProgress]->GetFloatValue(); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 3, fvPhongFactors, 1 );
if ( ( nPaintStyle == 3 ) || ( nPaintStyle == 6 ) ) { if ( IS_PARAM_DEFINED( info.m_nPatternTextureTransform ) ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderTextureTransform( 10, info.m_nPatternTextureTransform ); } else { pContextData->m_SemiStaticCmdsOut.SetPixelShaderTextureTransform( 10, info.m_nBaseTextureTransform ); } }
if ( bPreview ) { float fvPhongConst[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; params[info.m_nPreviewPhongFresnelRanges]->GetVecValue( fvPhongConst, 3 ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 13, fvPhongConst, 1 );
float fOrigPhongAlbedoBoost, fOrigPhongBoost, fPaintPhongAlbedoBoost; fOrigPhongAlbedoBoost = params[info.m_nPhongAlbedoBoost]->GetFloatValue(); fOrigPhongBoost = params[info.m_nPreviewPhongBoost]->GetFloatValue(); fPaintPhongAlbedoBoost = params[info.m_nPreviewPaintPhongAlbedoBoost]->GetFloatValue();
float fPhongAlbedoBoost = ( fOrigPhongAlbedoBoost < 0 ) ? ( ( fOrigPhongBoost < 0 ) ? 1.0f : fOrigPhongBoost ) : fOrigPhongAlbedoBoost; fPhongAlbedoBoost = ( fPhongAlbedoBoost > fPaintPhongAlbedoBoost ) ? fPhongAlbedoBoost : fPaintPhongAlbedoBoost;
float fvPreviewPhongBoosts[4] = { 1.0f, 1.0f, 1.0f, 1.0f };; fvPreviewPhongBoosts[0] = fPhongAlbedoBoost; fvPreviewPhongBoosts[1] = ( fOrigPhongBoost > 0 ) ? fOrigPhongBoost : 1.0f; float flWeaponObjScale = ( params[info.m_nPreviewIgnoreWeaponScale]->GetIntValue() == 1 ) ? 1.0f : params[info.m_nPreviewWeaponObjScale]->GetFloatValue(); fvPreviewPhongBoosts[2] = flWeaponObjScale;
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 14, fvPreviewPhongBoosts, 1 ); }
pContextData->m_SemiStaticCmdsOut.End(); } } if ( pShaderAPI ) //DYNAMIC_STATE
{ if ( IsPC() && pShaderAPI->InFlashlightMode() ) { // Don't draw anything for the flashlight pass
pShader->Draw( false ); return; }
#ifdef _PS3
CCommandBufferBuilder< CDynamicCommandStorageBuffer > DynamicCmdsOut; ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_SemiStaticCmdsOut.Base() ); #else
CCommandBufferBuilder< CFixedCommandStorageBuffer< 400 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); #endif
///////////////////////////
// dynamic block
///////////////////////////
int numBones = ShaderApiFast( pShaderAPI )->GetCurrentNumBones();
LightState_t lightState = { 0, false, false }; ShaderApiFast( pShaderAPI )->GetDX9LightState( &lightState );
// VERTEX SHADER SETUP
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) { DECLARE_DYNAMIC_VERTEX_SHADER( customweapon_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0 ) ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bPreview ? lightState.m_nNumLights : 0 ); SET_DYNAMIC_VERTEX_SHADER( customweapon_vs30 ); } else { DECLARE_DYNAMIC_VERTEX_SHADER( customweapon_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0 ) ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bPreview ? lightState.m_nNumLights : 0 ); SET_DYNAMIC_VERTEX_SHADER( customweapon_vs20 ); }
// VS constants
// PIXEL SHADER SETUP
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) { DECLARE_DYNAMIC_PIXEL_SHADER( customweapon_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, bPreview ? lightState.m_nNumLights : 0 ); SET_DYNAMIC_PIXEL_SHADER( customweapon_ps30 ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( customweapon_ps20b ); SET_DYNAMIC_PIXEL_SHADER( customweapon_ps20b ); }
if ( bPreview ) { float vEyePos[4] = { 0, 0, 0, 0 }; ShaderApiFast( pShaderAPI )->GetWorldSpaceCameraPosition( vEyePos ); DynamicCmdsOut.SetPixelShaderConstant( 12, vEyePos, 1 ); }
DynamicCmdsOut.End();
// end dynamic block
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
} pShader->Draw(); }
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