Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

533 lines
23 KiB

//========= Copyright (c) Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "weapondecal_dx9_helper.h"
#include "cpp_shader_constant_register_map.h"
// Auto generated inc files
#include "weapondecal_vs20.inc"
#include "weapondecal_vs30.inc"
#include "weapondecal_ps20b.inc"
#include "weapondecal_ps30.inc"
#include "common_hlsl_cpp_consts.h"
#include "shaderlib/commandbuilder.h"
void InitParamsWeaponDecal( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, WeaponDecalVars_t &info )
{
//static ConVarRef gpu_level( "gpu_level" );
//int nGPULevel = gpu_level.GetInt();
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearProgress, kDefaultWearProgress );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearRemapMin, kDefaultWearRemapMin );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearRemapMid, kDefaultWearRemapMid );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearRemapMax, kDefaultWearRemapMax );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearWidthMin, kDefaultWearWidthMin );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearWidthMax, kDefaultWearWidthMax );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nUnWearStrength, kDefaultUnWearStrength );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPhong, kDefaultPhong );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPhongExponent, kDefaultPhongExponent );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nPhongFresnelRanges, kDefaultPhongFresnelRanges, 3 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPhongAlbedoTint, kDefaultPhongAlbedoTint );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPhongBoost, kDefaultPhongBoost );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPhongAlbedoBoost, kDefaultPhongAlbedoBoost );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nEnvmapTint, kDefaultEnvmapTint, 3 );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nDecalStyle, kDefaultDecalStyle );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nColorTint, kDefaultColorTint, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nColorTint2, kDefaultColorTint2, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nColorTint3, kDefaultColorTint3, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nColorTint4, kDefaultColorTint4, 3 );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nAlpha, kDefaultAlpha );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPatternRotation, kDefaultPatternRotation );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPatternScale, kDefaultPatternScale );
SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nBaseTexture, kDefaultBaseTexture );
SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nAOTexture, kDefaultAOTexture );
SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nGrungeTexture, kDefaultGrungeTexture );
SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nWearTexture, kDefaultWearTexture );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nHighlight, kDefaultHighlight );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nHighlightCycle, kDefaultHighlightCycle );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPeel, kDefaultPeel );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearBias, kDefaultWearBias );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nAlphaMask, kDefaultAlphaMask );
//SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nFastWearThreshold, kDefaultFastWearThreshold );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nGrungeScale, kDefaultGrungeScale );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDesatBaseTint, kDefaultDesatBaseTint );
//SET_FLAGS( MATERIAL_VAR_ALPHATEST );
SET_FLAGS( MATERIAL_VAR_ALPHA_MODIFIED_BY_PROXY );
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
//SET_FLAGS( MATERIAL_VAR_DECAL );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
if ( params[info.m_nDecalStyle]->GetIntValue() == 4 )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
}
void InitWeaponDecal( CBaseVSShader *pShader, IMaterialVar** params, WeaponDecalVars_t &info )
{
// Load textures
if ( ( info.m_nBaseTexture != -1 ) && params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture );
}
if ( ( info.m_nAOTexture != -1 ) && params[info.m_nAOTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nAOTexture );
}
if ( ( info.m_nExpTexture != -1 ) && params[info.m_nExpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nExpTexture );
}
if ( ( info.m_nNormalMap != -1 ) && params[info.m_nNormalMap]->IsDefined() )
{
pShader->LoadTexture( info.m_nNormalMap );
}
if ( ( info.m_nEnvmapTexture != -1 ) && params[info.m_nEnvmapTexture]->IsDefined() )
{
pShader->LoadCubeMap( info.m_nEnvmapTexture, TEXTUREFLAGS_SRGB );
}
if ( ( info.m_nGrungeTexture != -1 ) && params[info.m_nGrungeTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nGrungeTexture );
}
if ( ( info.m_nWearTexture != -1 ) && params[info.m_nWearTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nWearTexture );
}
if ( ( info.m_nHologramSpectrum != -1 ) && params[info.m_nHologramSpectrum]->IsDefined() )
{
pShader->LoadTexture( info.m_nHologramSpectrum );
}
if ( ( info.m_nHologramMask != -1 ) && params[info.m_nHologramMask]->IsDefined() )
{
pShader->LoadTexture( info.m_nHologramMask );
}
if ( ( info.m_nAnisoDirTexture != -1 ) && params[info.m_nAnisoDirTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nAnisoDirTexture );
}
}
class CWeaponDecal_DX9_Context : public CBasePerMaterialContextData
{
public:
CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
};
void DrawWeaponDecal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, WeaponDecalVars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
CWeaponDecal_DX9_Context *pContextData = reinterpret_cast< CWeaponDecal_DX9_Context *> ( *pContextDataPtr );
bool bPhong = ( info.m_nPhong != -1 ) && ( params[info.m_nPhong]->GetIntValue() == 1 );
bool bMirrorHorizontal = ( info.m_nMirrorHorizontal!= -1 ) && ( params[info.m_nMirrorHorizontal]->GetIntValue() == 1 );
bool bBaseTexture = ( info.m_nBaseTexture != -1 ) && params[info.m_nBaseTexture]->IsTexture();
bool bAOTexture = ( info.m_nAOTexture != -1 ) && params[info.m_nAOTexture ]->IsTexture();
bool bExpTexture = ( info.m_nExpTexture != -1 ) && params[info.m_nExpTexture]->IsTexture();
bool bNormalMap = ( info.m_nNormalMap != -1 ) && params[info.m_nNormalMap]->IsTexture();
bool bEnvmapTexture = ( info.m_nEnvmapTexture != -1 ) && params[info.m_nEnvmapTexture]->IsTexture();
bool bHologramSpectrum = ( info.m_nHologramSpectrum!= -1 ) && params[info.m_nHologramSpectrum]->IsTexture();
bool bHologramMask = ( info.m_nHologramMask != -1 ) && params[info.m_nHologramMask]->IsTexture();
bool bGrungeTexture = ( info.m_nGrungeTexture != -1 ) && params[info.m_nGrungeTexture]->IsTexture();
bool bWearTexture = ( info.m_nWearTexture != -1 ) && params[info.m_nWearTexture]->IsTexture();
bool bAnisoDirTexture = ( info.m_nAnisoDirTexture != -1 ) && params[info.m_nAnisoDirTexture]->IsTexture();
bool bThirdPerson = ( info.m_nThirdPerson != -1 ) && ( params[info.m_nThirdPerson]->GetIntValue() == 1 );
bool bHighlight = ( info.m_nHighlight != -1 ) && ( params[info.m_nHighlight]->GetFloatValue() > 0 );
bool bPeel = ( info.m_nPeel != -1 ) && ( params[info.m_nPeel]->GetFloatValue() > 0 ) && bHighlight == false;
int nDecalStyle = params[info.m_nDecalStyle]->GetIntValue();
bool bAlphaMask = ( info.m_nAlphaMask != -1 ) && ( params[info.m_nAlphaMask]->GetIntValue() == 1 );
bool bSFM = ( ToolsEnabled() && IsPlatformWindowsPC() && g_pHardwareConfig->SupportsPixelShaders_3_0() ) ? true : false;
bool bDesatBaseTint = ( info.m_nDesatBaseTint != -1 ) && ( params[info.m_nDesatBaseTint]->GetFloatValue() > 0 );
//bool bFlashlight = pShader->UsingFlashlight( params );
if ( ( pShader->IsSnapshotting() && pShaderShadow ) || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
{
if ( pShader->IsSnapshotting() )
{
// Set stream format (note that this shader supports compression)
int userDataSize = 0;
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// Vertex Shader
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_STATIC_VERTEX_SHADER( weapondecal_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( MIRROR, bMirrorHorizontal );
SET_STATIC_VERTEX_SHADER_COMBO( NORMALMAP, ( nDecalStyle == 4 ) || ( nDecalStyle == 5 ) );
SET_STATIC_VERTEX_SHADER( weapondecal_vs30 );
}
else
{
DECLARE_STATIC_VERTEX_SHADER( weapondecal_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( MIRROR, bMirrorHorizontal );
SET_STATIC_VERTEX_SHADER_COMBO( NORMALMAP, ( nDecalStyle == 4 ) || ( nDecalStyle == 5 ) );
SET_STATIC_VERTEX_SHADER( weapondecal_vs20 );
}
// Pixel Shader
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_STATIC_PIXEL_SHADER( weapondecal_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( ALPHAMASK, bAlphaMask );
SET_STATIC_PIXEL_SHADER_COMBO( PHONG, bPhong );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGEXPONENTTEXTURE, bExpTexture );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bEnvmapTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DECALSTYLE, nDecalStyle );
SET_STATIC_PIXEL_SHADER_COMBO( THIRDPERSON, bThirdPerson );
SET_STATIC_PIXEL_SHADER_COMBO( CASCADED_SHADOW_MAPPING, g_pHardwareConfig->SupportsCascadedShadowMapping() && !bSFM );
SET_STATIC_PIXEL_SHADER_COMBO( DESATBASETINT, bDesatBaseTint );
SET_STATIC_PIXEL_SHADER( weapondecal_ps30 );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( weapondecal_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( PHONG, bPhong );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGEXPONENTTEXTURE, bExpTexture );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bEnvmapTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DECALSTYLE, nDecalStyle );
SET_STATIC_PIXEL_SHADER_COMBO( THIRDPERSON, bThirdPerson );
SET_STATIC_PIXEL_SHADER_COMBO( DESATBASETINT, bDesatBaseTint );
SET_STATIC_PIXEL_SHADER( weapondecal_ps20b );
}
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
// Textures
if ( bBaseTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // [sRGB] Base
}
if( bAOTexture && !bThirdPerson )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // [sRGB] Ambient Occlusion
}
if( bExpTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Exponent
}
//if( bEnvmapTexture )
//{
// pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Envmap
//}
if( bWearTexture && !bThirdPerson )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Scratches
}
if( bGrungeTexture && !bThirdPerson )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // [sRGB] Grunge
}
if( bHologramSpectrum || bNormalMap )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Hologram spectrum or normal map
}
if( bHologramMask )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Hologram spectrum
}
if ( bAnisoDirTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Anisotropy Direction map
}
//if ( bFlashlight )
//{
// pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
//}
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableBlending( true );
pShader->PI_BeginCommandBuffer();
pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
//pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
pShader->PI_EndCommandBuffer();
}
if ( pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) )
{
if ( !pContextData ) // make sure allocated
{
pContextData = new CWeaponDecal_DX9_Context;
*pContextDataPtr = pContextData;
}
pContextData->m_bMaterialVarsChanged = false;
pContextData->m_SemiStaticCmdsOut.Reset();
///////////////////////////
// Semi-static block
///////////////////////////
// VS Constants
//pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform, info.m_nPatternScale );
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransformRotate( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0,
info.m_nBaseTextureTransform,
info.m_nPatternScale,
info.m_nPatternRotation );
//derive basetexture aspect ratio
float flAspectRatioHeight = 1.0f;
if ( bBaseTexture )
{
ITexture *pBaseTexture = params[info.m_nBaseTexture]->GetTextureValue();
if ( pBaseTexture )
{
float flWidth = pBaseTexture->GetActualWidth();
float flHeight = pBaseTexture->GetActualHeight();
if ( flHeight != 0 )
flAspectRatioHeight = flWidth / flHeight;
}
}
float fvVsConst2[4] = { flAspectRatioHeight, 0.0f, 0.0f, 0.0f };
pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, fvVsConst2, 1 );
if ( bBaseTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, -1 );
}
if( bAOTexture && !bThirdPerson )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nAOTexture, -1 );
}
if( bExpTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nExpTexture, -1 );
}
if( bNormalMap && ( nDecalStyle == 4 || nDecalStyle == 5 ) )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap, -1 );
}
if( bEnvmapTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nEnvmapTexture, -1 );
}
if( bWearTexture && !bThirdPerson )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, info.m_nWearTexture, -1 );
}
if( bGrungeTexture && !bThirdPerson )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nGrungeTexture, -1 );
}
if ( bHologramSpectrum && ( nDecalStyle != 4 ) && ( nDecalStyle != 5 ) )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nHologramSpectrum, -1 );
}
if( bHologramMask )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, info.m_nHologramMask, -1 );
}
if ( bAnisoDirTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, TEXTURE_BINDFLAGS_NONE, info.m_nAnisoDirTexture, -1 );
}
//pContextData->m_SemiStaticCmdsOut.SetPixelShaderTextureTransform( 10, info.m_nBaseTextureTransform );
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
// PS Constants
float flGrungeScale = params[info.m_nGrungeScale]->GetFloatValue();
//remap wear midpoint along a simple bezier parabola
//y = 2(1-x) x MID + x^2
float flX = params[info.m_nWearProgress]->GetFloatValue();
float flP = params[info.m_nWearRemapMid]->GetFloatValue();
float flRemappedWear = 2.0f * ( 1.0f - flX ) * flX * flP + ( flX * flX );
//remap wear to custom min/max bounds
flRemappedWear *= ( params[info.m_nWearRemapMax]->GetFloatValue() - params[info.m_nWearRemapMin]->GetFloatValue() );
flRemappedWear += params[info.m_nWearRemapMin]->GetFloatValue();
//we already shipped wear progress levels, this is an additional param that individual stickers
//can drive to bias their wear AGAIN as they move away from 0
flRemappedWear += flX * flX * params[info.m_nWearBias]->GetFloatValue();
//lerp wear width along wear progress
float flLerpedWearWidth = Lerp( params[info.m_nWearProgress]->GetFloatValue(), params[info.m_nWearWidthMin]->GetFloatValue(), params[info.m_nWearWidthMax]->GetFloatValue() );
float fvConst0[4] = { params[info.m_nWearProgress]->GetFloatValue(),
flLerpedWearWidth,
flRemappedWear,
params[info.m_nUnWearStrength]->GetFloatValue() };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 0, fvConst0, 1 );
float fvConst1[4] = { params[info.m_nPhongExponent]->GetFloatValue(),
params[info.m_nPhongBoost]->GetFloatValue(),
params[info.m_nPhongAlbedoBoost]->GetFloatValue(),
//1.0f - params[info.m_nFastWearThreshold]->GetFloatValue() };
flGrungeScale };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, fvConst1, 1 );
float fvConst2[4] = { params[info.m_nPhongFresnelRanges]->GetVecValue()[0],
params[info.m_nPhongFresnelRanges]->GetVecValue()[1],
params[info.m_nPhongFresnelRanges]->GetVecValue()[2],
params[info.m_nPhongAlbedoTint]->GetFloatValue() };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, fvConst2, 1 );
float fvConst3[4] = { params[info.m_nEnvmapTint]->GetVecValue()[0],
params[info.m_nEnvmapTint]->GetVecValue()[1],
params[info.m_nEnvmapTint]->GetVecValue()[2],
SrgbGammaToLinear( params[info.m_nColorTint3]->GetVecValue()[0] / 255.0 ) };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 3, fvConst3, 1 );
float fvConst10[4] = { SrgbGammaToLinear( params[info.m_nColorTint]->GetVecValue()[0] / 255.0 ),
SrgbGammaToLinear( params[info.m_nColorTint]->GetVecValue()[1] / 255.0 ),
SrgbGammaToLinear( params[info.m_nColorTint]->GetVecValue()[2] / 255.0 ),
SrgbGammaToLinear( params[info.m_nColorTint3]->GetVecValue()[1] / 255.0 ) };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 10, fvConst10, 1 );
float fvConst11[4] = { SrgbGammaToLinear( params[info.m_nColorTint2]->GetVecValue()[0] / 255.0 ),
SrgbGammaToLinear( params[info.m_nColorTint2]->GetVecValue()[1] / 255.0 ),
SrgbGammaToLinear( params[info.m_nColorTint2]->GetVecValue()[2] / 255.0 ),
SrgbGammaToLinear( params[info.m_nColorTint3]->GetVecValue()[2] / 255.0 ) };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 11, fvConst11, 1 );
float fvConst13[4] = { SrgbGammaToLinear( params[info.m_nColorTint4]->GetVecValue()[0] / 255.0 ),
SrgbGammaToLinear( params[info.m_nColorTint4]->GetVecValue()[1] / 255.0 ),
SrgbGammaToLinear( params[info.m_nColorTint4]->GetVecValue()[2] / 255.0 ),
params[info.m_nDesatBaseTint]->GetFloatValue() };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 13, fvConst13, 1 );
if ( bHighlight )
{
float fvConst14[4] = { params[info.m_nHighlight]->GetFloatValue(),
params[info.m_nHighlightCycle]->GetFloatValue(),
0.0f, 0.0f };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant(14, fvConst14, 1);
}
else if ( bPeel )
{
float fvConst14[4] = { params[info.m_nPeel]->GetFloatValue(),
params[info.m_nHighlightCycle]->GetFloatValue(),
0.0f, 0.0f };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant(14, fvConst14, 1);
}
pContextData->m_SemiStaticCmdsOut.End();
}
}
if ( pShaderAPI ) //DYNAMIC_STATE
{
if ( IsPC() && pShaderAPI->InFlashlightMode() )
{
// Don't draw anything for the flashlight pass
pShader->Draw( false );
return;
}
#ifdef _PS3
CCommandBufferBuilder< CDynamicCommandStorageBuffer > DynamicCmdsOut;
ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_SemiStaticCmdsOut.Base() );
#else
CCommandBufferBuilder< CFixedCommandStorageBuffer< 600 > > DynamicCmdsOut;
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
#endif
///////////////////////////
// dynamic block
///////////////////////////
int numBones = ShaderApiFast( pShaderAPI )->GetCurrentNumBones();
LightState_t lightState = { 0, false, false };
ShaderApiFast( pShaderAPI )->GetDX9LightState( &lightState );
// VERTEX SHADER SETUP
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_DYNAMIC_VERTEX_SHADER( weapondecal_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0 ) );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, IsPlatformOSX() ? Min( 2, lightState.m_nNumLights ) : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( weapondecal_vs30 );
}
else
{
DECLARE_DYNAMIC_VERTEX_SHADER( weapondecal_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, IsPlatformOSX() ? Min( 2, lightState.m_nNumLights ) : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( weapondecal_vs20 );
}
// VS constants
bool bCSMEnabled;
bCSMEnabled = pShaderAPI->IsCascadedShadowMapping() && !bSFM;
if ( bCSMEnabled )
{
ITexture *pDepthTextureAtlas = NULL;
const CascadedShadowMappingState_t &cascadeState = pShaderAPI->GetCascadedShadowMappingState( &pDepthTextureAtlas );
if ( pDepthTextureAtlas )
{
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, TEXTURE_BINDFLAGS_SHADOWDEPTH, pDepthTextureAtlas, 0 );
DynamicCmdsOut.SetPixelShaderConstant( 64, &cascadeState.m_vLightColor.x, CASCADED_SHADOW_MAPPING_CONSTANT_BUFFER_SIZE );
}
}
// PIXEL SHADER SETUP
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( weapondecal_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, IsPlatformOSX() ? Min( 2, lightState.m_nNumLights ) : lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( DYN_CSM_ENABLED, ( IsPlatformOSX() ? 0 : ( bCSMEnabled ? 1 : 0 ) ) );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HIGHLIGHT, bHighlight ? 2 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PEEL, bPeel ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER( weapondecal_ps30 );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( weapondecal_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, IsPlatformOSX() ? Min( 2, lightState.m_nNumLights ) : lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( DYN_CSM_ENABLED, ( IsPlatformOSX() ? 0 : ( bCSMEnabled ? 1 : 0 ) ) );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HIGHLIGHT, bHighlight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PEEL, bPeel ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER( weapondecal_ps20b );
}
float vEyePos[4] = { 0, 0, 0, 0 };
ShaderApiFast( pShaderAPI )->GetWorldSpaceCameraPosition( vEyePos );
DynamicCmdsOut.SetPixelShaderConstant( 12, vEyePos, 1 );
if ( bEnvmapTexture )
{
bool bHdr = ( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE );
DynamicCmdsOut.BindEnvCubemapTexture( pShader, SHADER_SAMPLER3, bHdr ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, info.m_nEnvmapTexture, 0 /*info.m_nEnvmapFrame*/ );
}
DynamicCmdsOut.End();
// end dynamic block
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
}
pShader->Draw();
}