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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "projected_dx9_helper.h"
#include "..\shaderapidx9\locald3dtypes.h"
#include "convar.h"
#include "cpp_shader_constant_register_map.h"
#include "projected_vs20.inc"
#include "projected_vs30.inc"
#include "projected_ps20.inc"
#include "projected_ps20b.inc"
#include "projected_ps30.inc"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
void InitParamsProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Projected_DX9_Vars_t &info ) { }
void InitProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, Projected_DX9_Vars_t &info ) { if ( params[ info.m_nBaseTexture ]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture ); } }
void DrawProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Projected_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
SHADOW_STATE { pShader->SetInitialShadowState( );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Always SRGB read on base map 1
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBWrite( true );
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, 0 );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_STATIC_VERTEX_SHADER( projected_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( projected_vs20 );
// Bind ps_2_b shader so we can get Phong terms
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( projected_ps20b ); SET_STATIC_PIXEL_SHADER( projected_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( projected_ps20 ); SET_STATIC_PIXEL_SHADER( projected_ps20 ); } } #ifndef _X360
else { // The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( projected_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( projected_vs30 );
// Bind ps_2_b shader so we can get Phong terms
DECLARE_STATIC_PIXEL_SHADER( projected_ps30 ); SET_STATIC_PIXEL_SHADER( projected_ps30 ); } #endif
pShader->DefaultFog();
pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); pShaderShadow->EnableBlending( true );
// Lighting constants
pShader->PI_BeginCommandBuffer(); pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE ); pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY ); pShader->PI_EndCommandBuffer(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState();
// Bind textures
pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture ); // Base Map 1
LightState_t lightState = {0, false, false}; pShaderAPI->GetDX9LightState( &lightState );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif
{ DECLARE_DYNAMIC_VERTEX_SHADER( projected_vs20 ); SET_DYNAMIC_VERTEX_SHADER( projected_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( projected_ps20b ); SET_DYNAMIC_PIXEL_SHADER( projected_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( projected_ps20 ); SET_DYNAMIC_PIXEL_SHADER( projected_ps20 ); } } #ifndef _X360
else { DECLARE_DYNAMIC_VERTEX_SHADER( projected_vs30 ); SET_DYNAMIC_VERTEX_SHADER( projected_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( projected_ps30 ); SET_DYNAMIC_PIXEL_SHADER( projected_ps30 ); } #endif
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nBaseTextureTransform );
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
VMatrix worldToTexture; FlashlightState_t state = pShaderAPI->GetFlashlightState( worldToTexture );
Vector4D vLightDir; vLightDir.AsVector3D() = state.m_vecLightOrigin; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vLightDir.Base() );
Vector4D vProjectionSize( state.m_flProjectionSize, state.m_flProjectionRotation, 0.0f, 0.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vProjectionSize.Base() );
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_COLOR, &state.m_Color[ 0 ], 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 ); } pShader->Draw(); }
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