//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $Header: $ // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "vertexlitgeneric_dx9_helper.h" #include "vortwarp_vs20.inc" #include "vortwarp_ps20.inc" #include "vortwarp_ps20b.inc" #include "convar.h" #ifndef _X360 #include "vortwarp_vs30.inc" #include "vortwarp_ps30.inc" #endif // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( VortWarp, VortWarp_dx9 ) struct VortWarp_DX9_Vars_t : public VertexLitGeneric_DX9_Vars_t { VortWarp_DX9_Vars_t() { memset( this, 0xFF, sizeof(*this) ); } int m_nEntityOrigin; int m_nWarpParam; int m_nFlowMap; int m_nSelfIllumMap; int m_nUnlit; }; //----------------------------------------------------------------------------- // Draws the shader //----------------------------------------------------------------------------- void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, bool hasFlashlight, VortWarp_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture(); bool hasDetailTexture = !hasBump && params[info.m_nDetail]->IsTexture(); bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool hasSelfIllumInEnvMapMask = ( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) && ( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ; bool bHasFlowMap = ( info.m_nFlowMap != -1 ) && params[info.m_nFlowMap]->IsTexture(); bool bHasSelfIllumMap = ( info.m_nSelfIllumMap != -1 ) && params[info.m_nSelfIllumMap]->IsTexture(); bool bSRGBReadEnvMap = ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ); BlendType_t blendType; if ( params[info.m_nBaseTexture]->IsTexture() ) { blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true ); } else { blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false ); } if( pShader->IsSnapshotting() ) { // look at color and alphamod stuff. // Unlit generic never uses the flashlight bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture(); bool hasEnvmapMask = (hasSelfIllumInEnvMapMask || !hasFlashlight) && params[info.m_nEnvmapMask]->IsTexture(); bool bHasNormal = bVertexLitGeneric || hasEnvmap; if( hasFlashlight ) { hasEnvmapMask = false; } bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ); // Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() ); } if( hasFlashlight ) { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); } else { pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false ); } if( bIsAlphaTested ) { // disable alpha test and use the zfunc zequals since alpha isn't guaranteed to // be the same on both the regular pass and the flashlight pass. pShaderShadow->EnableAlphaTest( false ); pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); } pShaderShadow->EnableBlending( true ); pShaderShadow->EnableDepthWrites( false ); } else { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true ); } else { pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false ); } } unsigned int flags = VERTEX_POSITION; int nTexCoordCount = 1; // texcoord0 : base texcoord int userDataSize = 0; if( bHasNormal ) { flags |= VERTEX_NORMAL; } if( hasBaseTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); } if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, bSRGBReadEnvMap ); } if( hasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); userDataSize = 4; // tangent S } if( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } if( hasBump ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); userDataSize = 4; // tangent S // Normalizing cube map pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if( hasVertexColor || hasVertexAlpha ) { flags |= VERTEX_COLOR; } pShaderShadow->EnableSRGBWrite( true ); if( bHasSelfIllumMap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); } if( bHasFlowMap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); Assert( hasBump ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow ); SET_STATIC_VERTEX_SHADER( vortwarp_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND ); SET_STATIC_PIXEL_SHADER( vortwarp_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND ); SET_STATIC_PIXEL_SHADER( vortwarp_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_VERTEX_SHADER( vortwarp_vs30 ); DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND ); SET_STATIC_PIXEL_SHADER( vortwarp_ps30 ); } #endif if( hasFlashlight ) { pShader->FogToBlack(); } else { pShader->DefaultFog(); } if( blendType == BT_BLEND ) { pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableAlphaWrites( false ); } else { pShaderShadow->EnableAlphaWrites( true ); } // Lighting constants pShader->PI_BeginCommandBuffer(); if( hasBump ) { pShader->PI_SetPixelShaderAmbientLightCube( 5 ); pShader->PI_SetPixelShaderLocalLighting( 13 ); } pShader->PI_SetVertexShaderAmbientLightCube(); if ( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() ) { pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() ); } else { pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); } pShader->PI_EndCommandBuffer(); } else { bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture(); bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture(); if( hasBaseTexture ) { pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } if( hasEnvmap ) { pShader->BindTexture( SHADER_SAMPLER1, SRGBReadMask( bSRGBReadEnvMap ), info.m_nEnvmap, info.m_nEnvmapFrame ); } if( hasDetailTexture ) { pShader->BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nDetail, info.m_nDetailFrame ); } if( !g_pConfig->m_bFastNoBump ) { if( hasBump ) { pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame ); } } else { if( hasBump ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT ); } } if( hasEnvmapMask ) { pShader->BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } if( hasFlashlight ) { Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); pShader->BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); SetFlashLightColorFromState( state, pShaderAPI, false ); } // Set up light combo state LightState_t lightState = {0, false, false}; if ( bVertexLitGeneric && !hasFlashlight ) { pShaderAPI->GetDX9LightState( &lightState ); } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int numBones = pShaderAPI->GetCurrentNumBones(); Assert( hasBump ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_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, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_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( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ); float warpParam = params[info.m_nWarpParam]->GetFloatValue(); // float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue(); // DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f ); SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_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_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ); float warpParam = params[info.m_nWarpParam]->GetFloatValue(); // float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue(); // DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f ); SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 ); } } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_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( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ); float warpParam = params[info.m_nWarpParam]->GetFloatValue(); // float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue(); // DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f ); SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 ); } #endif pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); if( hasDetailTexture ) { pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); Assert( !hasBump ); } if( hasBump ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); Assert( !hasDetailTexture ); } if( hasEnvmapMask ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } if( hasEnvmap ) { pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true ); } pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast ); pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation ); pShader->SetPixelShaderConstant( 4, info.m_nSelfIllumTint ); if( hasBump ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); } if( bHasSelfIllumMap ) { pShader->BindTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, info.m_nSelfIllumMap, -1 ); } if( bHasFlowMap ) { pShader->BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nFlowMap, -1 ); } float eyePos[4]; pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 ); pShaderAPI->SetPixelShaderFogParams( 21 ); // dynamic drawing code that extends vertexlitgeneric float curTime = params[info.m_nWarpParam]->GetFloatValue(); float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; Assert( params[info.m_nEntityOrigin]->IsDefined() ); params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, timeVec, 1 ); curTime = pShaderAPI->CurrentTime(); timeVec[0] = curTime; timeVec[1] = curTime; timeVec[2] = curTime; timeVec[3] = curTime; pShaderAPI->SetPixelShaderConstant( 22, timeVec, 1 ); // flashlightfixme: put this in common code. if( hasFlashlight ) { VMatrix worldToTexture; const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture ); // Set the flashlight attenuation factors float atten[4]; atten[0] = flashlightState.m_fConstantAtten; atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZAtten; pShaderAPI->SetPixelShaderConstant( 22, atten, 1 ); // Set the flashlight origin float pos[4]; pos[0] = flashlightState.m_vecLightOrigin[0]; pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; pos[3] = flashlightState.m_FarZ; // didn't have this in main. . probably need this? pShaderAPI->SetPixelShaderConstant( 23, pos, 1 ); pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 ); } } pShader->Draw(); } BEGIN_VS_SHADER( VortWarp_DX9, "Help for VortWarp_DX9" ) BEGIN_SHADER_PARAMS SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( SELFILLUM_ENVMAPMASK_ALPHA, SHADER_PARAM_TYPE_FLOAT,"0.0","defines that self illum value comes from env map mask alpha" ) // Debugging term for visualizing ambient data on its own SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" ) // hack hack hack 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" ) SHADER_PARAM( FLOWMAP, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" ) SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" ) SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" ) SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" ) SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" ) SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" ) SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "warp specular term" ) SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" ) SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" ) SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" ) SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" ) END_SHADER_PARAMS void SetupVars( VortWarp_DX9_Vars_t& info ) { info.m_nBaseTexture = BASETEXTURE; info.m_nBaseTextureFrame = FRAME; info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; info.m_nAlbedo = ALBEDO; info.m_nSelfIllumTint = SELFILLUMTINT; info.m_nDetail = DETAIL; info.m_nDetailFrame = DETAILFRAME; info.m_nDetailScale = DETAILSCALE; info.m_nEnvmap = ENVMAP; info.m_nEnvmapFrame = ENVMAPFRAME; info.m_nEnvmapMask = ENVMAPMASK; info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME; info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM; info.m_nEnvmapTint = ENVMAPTINT; info.m_nBumpmap = BUMPMAP; info.m_nBumpFrame = BUMPFRAME; info.m_nBumpTransform = BUMPTRANSFORM; info.m_nEnvmapContrast = ENVMAPCONTRAST; info.m_nEnvmapSaturation = ENVMAPSATURATION; info.m_nAlphaTestReference = -1; info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; info.m_nSelfIllumEnvMapMask_Alpha = SELFILLUM_ENVMAPMASK_ALPHA; info.m_nAmbientOnly = AMBIENTONLY; info.m_nEntityOrigin = ENTITYORIGIN; info.m_nWarpParam = WARPPARAM; info.m_nFlowMap = FLOWMAP; info.m_nSelfIllumMap = SELFILLUMMAP; info.m_nUnlit = UNLIT; info.m_nPhongExponent = PHONGEXPONENT; info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE; info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE; info.m_nPhongWarpTexture = PHONGWARPTEXTURE; info.m_nPhongBoost = PHONGBOOST; info.m_nPhongFresnelRanges = PHONGFRESNELRANGES; info.m_nPhong = PHONG; } SHADER_INIT_PARAMS() { VortWarp_DX9_Vars_t vars; if( !params[BUMPMAP]->IsDefined() ) { params[BUMPMAP]->SetStringValue( "dev/flat_normal" ); } SetupVars( vars ); if( !params[UNLIT]->IsDefined() ) { params[UNLIT]->SetIntValue( 0 ); } if( !params[SELFILLUMTINT]->IsDefined() ) { params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f ); } InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars ); } SHADER_FALLBACK { return 0; } SHADER_INIT { VortWarp_DX9_Vars_t vars; SetupVars( vars ); InitVertexLitGeneric_DX9( this, params, true, vars ); if( params[FLOWMAP]->IsDefined() ) { LoadTexture( FLOWMAP ); } if( params[SELFILLUMMAP]->IsDefined() ) { LoadTexture( SELFILLUMMAP ); } } SHADER_DRAW { VortWarp_DX9_Vars_t vars; SetupVars( vars ); // UGH!!! FIXME!!!!! Should fix VertexlitGeneric_dx9_helper so that you // can override the vertex shader/pixel shader used (along with the combo vars). bool bHasFlashlight = UsingFlashlight( params ); if ( bHasFlashlight && IsX360() ) { DrawVortWarp_DX9( this, params, pShaderAPI, pShaderShadow, true, false, vars, vertexCompression ); SHADOW_STATE { SetInitialShadowState(); } } DrawVortWarp_DX9( this, params, pShaderAPI, pShaderShadow, true, bHasFlashlight, vars, vertexCompression ); } END_SHADER