//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "cloak_dx9_helper.h" #include "../shaderapidx9/locald3dtypes.h" #include "convar.h" #include "cpp_shader_constant_register_map.h" #include "cloak_vs20.inc" #include "cloak_ps20.inc" #include "cloak_ps20b.inc" #if !defined( _X360 ) && !defined( _PS3 ) #include "cloak_vs30.inc" #include "cloak_ps30.inc" #endif // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT ); // FIXME: doesn't support fresnel! void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Cloak_DX9_Vars_t &info ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); if( !params[info.m_nFresnelReflection]->IsDefined() ) { params[info.m_nFresnelReflection]->SetFloatValue( 1.0f ); } if( !params[info.m_nMasked]->IsDefined() ) { params[info.m_nMasked]->SetIntValue( 0 ); } SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); } void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info ) { if (params[info.m_nBaseTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB ); } if (params[info.m_nNormalMap]->IsDefined() ) { pShader->LoadBumpMap( info.m_nNormalMap ); } if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nDiffuseWarpTexture ); } SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); } void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0); bool hasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture(); bool hasPhongExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture(); bool hasPhongTintMap = hasPhongExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 ); bool bHasRimLight = (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 ); bool bHasRimMaskMap = hasPhongExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 ); SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); pShader->SetInitialShadowState( ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Always SRGB read on base map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Refraction map sampler... pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBWrite( true ); unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; int nTexCoordCount = 1; int userDataSize = 0; if( bIsModel ) { userDataSize = 4; } else { flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); #if !defined( _X360 ) && !defined( _PS3 ) if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_STATIC_VERTEX_SHADER( cloak_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow ); SET_STATIC_VERTEX_SHADER( cloak_vs20 ); // Bind ps_2_b shader so we can get Phong terms if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( cloak_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); SET_STATIC_PIXEL_SHADER( cloak_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( cloak_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); SET_STATIC_PIXEL_SHADER( cloak_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( cloak_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( cloak_vs30 ); // Bind ps_2_b shader so we can get Phong terms DECLARE_STATIC_PIXEL_SHADER( cloak_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); SET_STATIC_PIXEL_SHADER( cloak_ps30 ); } #endif pShader->DefaultFog(); if( bMasked ) { pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); } // 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_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, 0 ); // Base Map pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap, info.m_nBumpFrame ); // Normal Map pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Normalization cube map if ( hasDiffuseWarp ) { if ( r_lightwarpidentity.GetBool() ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, TEXTURE_IDENTITY_LIGHTWARP ); } else { pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nDiffuseWarpTexture ); // Light warp texture } } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); LightState_t lightState = {0, false, false}; pShaderAPI->GetDX9LightState( &lightState ); #if !defined( _X360 ) && !defined( _PS3 ) if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 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( cloak_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( cloak_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_PIXEL_SHADER( cloak_ps20b ); } else { // JasonM Hack // // In general, cloaking on ps_2_0 needs re-working for multipass...yuck... // int nPS20NumLights = MAX( lightState.m_nNumLights, 1 ); DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nPS20NumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_PIXEL_SHADER( cloak_ps20 ); } } #if !defined( _X360 ) && !defined( _PS3 ) else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( cloak_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_PIXEL_SHADER( cloak_ps30 ); } #endif pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShader->SetPixelShaderConstant( 27, info.m_nRefractTint ); } else { pShader->SetPixelShaderConstantGammaToLinear( 27, info.m_nRefractTint ); } pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); // Pack phong exponent in with the eye position float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1}; float vSpecularTint[4] = {1, 1, 1, 1}, vRimBoost[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 ( (info.m_nPhongTint != -1 ) && params[info.m_nPhongTint]->IsDefined() ) // Get the tint parameter params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 4); // Get the rim light power (goes in w of Phong tint) if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() ) { vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue(); vSpecularTint[3] = MAX(vSpecularTint[3], 1.0f); // Make sure this is at least 1 } // Get the rim boost power (goes in w of flashlight position) if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() ) { vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue(); } // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term if ( bHasRimMaskMap ) { float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code vRimMaskControl[0] = params[info.m_nRimMask]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 ); } // 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) ) { if ( hasPhongTintMap ) // If we have a map to use, tell the shader { vSpecularTint[0] = -1; } else // Otherwise, just tint with white { vSpecularTint[0] = 1.0f; vSpecularTint[1] = 1.0f; vSpecularTint[2] = 1.0f; } } if ( (info.m_nPhongFresnelRanges != -1 ) && params[info.m_nPhongFresnelRanges]->IsDefined() ) params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional fresnel range parameters if ( ( info.m_nPhongBoost != -1 ) &¶ms[info.m_nPhongBoost]->IsDefined() ) // Grab optional phong boost param vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue(); else vFresnelRanges_SpecBoost[3] = 1.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); // 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 ); // Cloaking control constants float vCloakControls[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 0.0f }; pShaderAPI->SetPixelShaderConstant( 3, vCloakControls, 1 ); } pShader->Draw(); }