|
|
//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "multiblend_dx9_helper.h"
#include "..\shaderapidx9\locald3dtypes.h"
#include "convar.h"
#include "cpp_shader_constant_register_map.h"
#include "multiblend_vs20.inc"
#include "multiblend_vs30.inc"
#include "multiblend_ps20.inc"
#include "multiblend_ps20b.inc"
#include "multiblend_ps30.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
// FIXME: doesn't support fresnel!
void InitParamsMultiblend_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Multiblend_DX9_Vars_t &info ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); }
void InitMultiblend_DX9( CBaseVSShader *pShader, IMaterialVar** params, Multiblend_DX9_Vars_t &info ) { if ( params[ info.m_nBaseTexture ]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture ); }
if ( info.m_nSpecTexture != -1 && params[ info.m_nSpecTexture ]->IsDefined() ) { pShader->LoadTexture( info.m_nSpecTexture ); }
if ( info.m_nBaseTexture2 != -1 && params[ info.m_nBaseTexture2 ]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture2 ); }
if ( info.m_nSpecTexture2 != -1 && params[ info.m_nSpecTexture2 ]->IsDefined() ) { pShader->LoadTexture( info.m_nSpecTexture2 ); }
if ( info.m_nBaseTexture3 != -1 && params[ info.m_nBaseTexture3 ]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture3 ); }
if ( info.m_nSpecTexture3 != -1 && params[ info.m_nSpecTexture3 ]->IsDefined() ) { pShader->LoadTexture( info.m_nSpecTexture3 ); }
if ( info.m_nBaseTexture4 != -1 && params[ info.m_nBaseTexture4 ]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture4 ); }
if ( info.m_nSpecTexture4 != -1 && params[ info.m_nSpecTexture4 ]->IsDefined() ) { pShader->LoadTexture( info.m_nSpecTexture4 ); } }
void DrawMultiblend_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Multiblend_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); 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 bSRGBLightMaps = ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, bSRGBLightMaps );
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 );
#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( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( multiblend_vs20 );
// Bind ps_2_b shader so we can get Phong terms
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( multiblend_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER( multiblend_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( multiblend_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER( multiblend_ps20 ); } } #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( MODEL, bIsModel ); 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( 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_02, flLScale ); pShader->PI_EndCommandBuffer(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState();
// Bind textures
pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture ); // Base Map 1
pShader->BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture2 ); // Base Map 2
pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture3 ); // Base Map 3
pShader->BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture4 ); // Base Map 4
if ( bHasSpec1 == true ) { pShader->BindTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nSpecTexture ); // Spec Map 1
} else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_BLACK ); } if ( bHasSpec2 == true ) { pShader->BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nSpecTexture2 ); // Spec Map 2
} else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_BLACK ); } if ( bHasSpec3 == true ) { pShader->BindTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nSpecTexture3 ); // Spec Map 3
} else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_BLACK ); } if ( bHasSpec4 == true ) { pShader->BindTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nSpecTexture4 ); // Spec Map 4
} else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_BLACK ); }
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, ( bSRGBLightMaps ) ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, TEXTURE_LIGHTMAP );
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 = {0, false, false}; 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 );
// 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( multiblend_ps20b ); SET_DYNAMIC_PIXEL_SHADER( multiblend_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( multiblend_ps20 ); SET_DYNAMIC_PIXEL_SHADER( multiblend_ps20 ); } } #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(); }
|