//========= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ============// // //=======================================================================================// #include "BaseVSShader.h" #include "worldimposter_vs20.inc" #include "worldimposter_ps20.inc" #include "worldimposter_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" BEGIN_VS_SHADER( worldimposter, "Help for worldimposter" ) BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "", "" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS( MATERIAL_VAR_VERTEXFOG ); } SHADER_FALLBACK { return 0; } SHADER_INIT { LoadTexture( BASETEXTURE, IsX360() ? 0 : TEXTUREFLAGS_SRGB ); LoadTexture( ALBEDO, TEXTUREFLAGS_SRGB ); } SHADER_DRAW { bool bHasFlashlight = UsingFlashlight( params ); SHADOW_STATE { // Set stream format (note that this shader supports compression) int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; // NOTE: Have to say that we want 1 texcoord here even though we don't use it or you'll get this Warning in another part of the code: // "ERROR: shader asking for a too-narrow vertex format - you will see errors if running with debug D3D DLLs!\n\tPadding the vertex format with extra texcoords" int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); DECLARE_STATIC_VERTEX_SHADER( worldimposter_vs20 ); SET_STATIC_VERTEX_SHADER( worldimposter_vs20 ); ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT; if ( bHasFlashlight ) { nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( true /* bForceLowQuality */ , false /* bPS30 */ ); // Based upon vendor and device dependent formats } if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( worldimposter_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER( worldimposter_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( worldimposter_ps20 ); SET_STATIC_PIXEL_SHADER( worldimposter_ps20 ); } pShaderShadow->EnableSRGBWrite( true ); if( bHasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Shadow depth map pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Noise map pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); //[sRGB] Flashlight cookie } FogToFogColor(); } DYNAMIC_STATE { bool bFlashlightShadows = false; if( bHasFlashlight ) { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = flashlightState.m_bEnableShadows; BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_SRGBREAD, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); // SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && bFlashlightShadows ) { BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture ); ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_SHADOW_NOISE_2D ); } float atten[4], pos[4], tweaks[4]; atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZAtten; pShaderAPI->SetPixelShaderConstant( 0, atten, 1 ); pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; pos[3] = flashlightState.m_FarZ; pShaderAPI->SetPixelShaderConstant( 1, pos, 1 ); // steps on rim boost pShaderAPI->SetPixelShaderConstant( 2, worldToTexture.Base(), 4 ); // Tweaks associated with a given flashlight tweaks[0] = ShadowFilterFromState( flashlightState ); tweaks[1] = ShadowAttenFromState( flashlightState ); HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); pShaderAPI->SetPixelShaderConstant( 6, tweaks, 1 ); // Dimensions of screen, used for screen-space noise map sampling float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); int nTexWidth, nTexHeight; pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D ); vScreenScale[0] = (float) nWidth / nTexWidth; vScreenScale[1] = (float) nHeight / nTexHeight; // pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); if ( IsX360() ) { pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); } } DECLARE_DYNAMIC_VERTEX_SHADER( worldimposter_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, s_pShaderAPI->GetCurrentNumBones() > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, ( int )vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_DYNAMIC_VERTEX_SHADER( worldimposter_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( worldimposter_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( worldimposter_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( worldimposter_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( worldimposter_ps20 ); } BindTexture( SHADER_SAMPLER0, IsX360() ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, -1 ); BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, ALBEDO, -1 ); } Draw(); } END_SHADER