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412 lines
16 KiB
412 lines
16 KiB
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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// This is what all vs/ps (dx8+) shaders inherit from.
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//===========================================================================//
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#ifndef BASEVSSHADER_H
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#define BASEVSSHADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cpp_shader_constant_register_map.h"
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#include "shaderlib/cshader.h"
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#include "shaderlib/BaseShader.h"
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#include "shaderapifast.h"
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#include "convar.h"
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#include <renderparm.h>
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// Texture combining modes for combining base and detail/basetexture2
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// Matches what's in common_ps_fxc.h
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#define DETAIL_BLEND_MODE_RGB_EQUALS_BASE_x_DETAILx2 0 // Original mode (Mod2x)
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#define DETAIL_BLEND_MODE_RGB_ADDITIVE 1 // Base.rgb+detail.rgb*fblend
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#define DETAIL_BLEND_MODE_DETAIL_OVER_BASE 2
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#define DETAIL_BLEND_MODE_FADE 3 // Straight fade between base and detail.
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#define DETAIL_BLEND_MODE_BASE_OVER_DETAIL 4 // Use base alpha for blend over detail
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#define DETAIL_BLEND_MODE_RGB_ADDITIVE_SELFILLUM 5 // Add detail color post lighting
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#define DETAIL_BLEND_MODE_RGB_ADDITIVE_SELFILLUM_THRESHOLD_FADE 6
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#define DETAIL_BLEND_MODE_MOD2X_SELECT_TWO_PATTERNS 7 // Use alpha channel of base to select between mod2x channels in r+a of detail
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#define DETAIL_BLEND_MODE_MULTIPLY 8
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#define DETAIL_BLEND_MODE_MASK_BASE_BY_DETAIL_ALPHA 9 // Use alpha channel of detail to mask base
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#define DETAIL_BLEND_MODE_SSBUMP_BUMP 10 // Use detail to modulate lighting as an ssbump
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#define DETAIL_BLEND_MODE_SSBUMP_NOBUMP 11 // Detail is an ssbump but use it as an albedo. shader does the magic here - no user needs to specify mode 11
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#define DETAIL_BLEND_MODE_NONE 12 // There is no detail texture
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// Texture combining modes for combining base and decal texture
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#define DECAL_BLEND_MODE_DECAL_ALPHA 0 // Original mode ( = decalRGB*decalA + baseRGB*(1-decalA))
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#define DECAL_BLEND_MODE_RGB_MOD1X 1 // baseRGB * decalRGB
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#define DECAL_BLEND_MODE_NONE 2 // There is no decal texture
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// We force aniso on certain textures for the consoles only
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#if defined( _GAMECONSOLE )
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#define ANISOTROPIC_OVERRIDE TEXTUREFLAGS_ANISOTROPIC
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#else
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#define ANISOTROPIC_OVERRIDE 0
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#endif
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//-----------------------------------------------------------------------------
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// Helper macro for vertex shaders
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//-----------------------------------------------------------------------------
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#define BEGIN_VS_SHADER_FLAGS(_name, _help, _flags) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, _flags )
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#define BEGIN_VS_SHADER(_name,_help) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, 0 )
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// useful parameter initialization macro
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#define INIT_FLOAT_PARM( parm, value ) \
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if ( !params[(parm)]->IsDefined() ) \
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{ \
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params[(parm)]->SetFloatValue( (value) ); \
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}
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// useful pixel shader declaration macro for ps20/20b c++ code
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#define SET_STATIC_PS2X_PIXEL_SHADER_NO_COMBOS( basename ) \
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) \
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{ \
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DECLARE_STATIC_PIXEL_SHADER( basename##_ps20b ); \
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SET_STATIC_PIXEL_SHADER( basename##_ps20b ); \
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} \
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else \
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{ \
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DECLARE_STATIC_PIXEL_SHADER( basename##_ps20 ); \
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SET_STATIC_PIXEL_SHADER( basename##_ps20 ); \
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}
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#define SET_DYNAMIC_PS2X_PIXEL_SHADER_NO_COMBOS( basename ) \
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) \
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{ \
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DECLARE_DYNAMIC_PIXEL_SHADER( basename##_ps20b ); \
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SET_DYNAMIC_PIXEL_SHADER( basename##_ps20b ); \
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} \
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else \
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{ \
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DECLARE_DYNAMIC_PIXEL_SHADER( basename##_ps20 ); \
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SET_DYNAMIC_PIXEL_SHADER( basename##_ps20 ); \
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}
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//-----------------------------------------------------------------------------
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// Base class for shaders, contains helper methods.
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//-----------------------------------------------------------------------------
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class CBaseVSShader : public CBaseShader
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{
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public:
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// Loads bump lightmap coordinates into the pixel shader
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void LoadBumpLightmapCoordinateAxes_PixelShader( int pixelReg );
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// Loads bump lightmap coordinates into the vertex shader
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void LoadBumpLightmapCoordinateAxes_VertexShader( int vertexReg );
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// Pixel and vertex shader constants....
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void SetPixelShaderConstant( int pixelReg, int constantVar );
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// Pixel and vertex shader constants....
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void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar );
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// This version will put constantVar into x,y,z, and constantVar2 into the w
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void SetPixelShaderConstant( int pixelReg, int constantVar, int constantVar2 );
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void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar, int constantVar2 );
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// Helpers for setting constants that need to be converted to linear space (from gamma space).
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void SetVertexShaderConstantGammaToLinear( int var, float const* pVec, int numConst = 1, bool bForce = false );
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void SetPixelShaderConstantGammaToLinear( int var, float const* pVec, int numConst = 1, bool bForce = false );
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void SetVertexShaderConstant( int vertexReg, int constantVar );
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// set rgb components of constant from a color parm and give an explicit w value
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void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue );
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// GR - fix for const/lerp issues
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void SetPixelShaderConstantFudge( int pixelReg, int constantVar );
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// Sets vertex shader texture transforms
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void SetVertexShaderTextureTranslation( int vertexReg, int translationVar );
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void SetVertexShaderTextureScale( int vertexReg, int scaleVar );
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void SetVertexShaderTextureTransform( int vertexReg, int transformVar );
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void SetVertexShaderTextureScaledTransform( int vertexReg,
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int transformVar, int scaleVar );
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// Set pixel shader texture transforms
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void SetPixelShaderTextureTranslation( int pixelReg, int translationVar );
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void SetPixelShaderTextureScale( int pixelReg, int scaleVar );
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void SetPixelShaderTextureTransform( int pixelReg, int transformVar );
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void SetPixelShaderTextureScaledTransform( int pixelReg,
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int transformVar, int scaleVar );
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// Moves a matrix into vertex shader constants
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void SetVertexShaderMatrix3x4( int vertexReg, int matrixVar );
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void SetVertexShaderMatrix4x4( int vertexReg, int matrixVar );
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// Loads the view matrix into vertex shader constants
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void LoadViewMatrixIntoVertexShaderConstant( int vertexReg );
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// Loads the projection matrix into vertex shader constants
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void LoadProjectionMatrixIntoVertexShaderConstant( int vertexReg );
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// Loads the model->view matrix into vertex shader constants
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void LoadModelViewMatrixIntoVertexShaderConstant( int vertexReg );
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// Helpers for dealing with envmaptint
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void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar, int alphaVar, bool bConvertFromGammaToLinear = false );
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// Helper methods for pixel shader overbrighting
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void EnablePixelShaderOverbright( int reg, bool bEnable, bool bDivideByTwo );
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// Sets up hw morphing state for the vertex shader
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void SetHWMorphVertexShaderState( int nDimConst, int nSubrectConst, VertexTextureSampler_t morphSampler );
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BlendType_t EvaluateBlendRequirements( int textureVar, bool isBaseTexture, int detailTextureVar = -1 );
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// Helper for setting up flashlight constants
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void SetFlashlightVertexShaderConstants( bool bBump, int bumpTransformVar, bool bDetail, int detailScaleVar, bool bSetTextureTransforms );
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struct DrawFlashlight_dx90_Vars_t
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{
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DrawFlashlight_dx90_Vars_t()
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{
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// set all ints to -1
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memset( this, 0xFF, sizeof(DrawFlashlight_dx90_Vars_t) );
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// set all bools to a default value.
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m_bBump = false;
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m_bLightmappedGeneric = false;
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m_bWorldVertexTransition = false;
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m_bTeeth = false;
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m_bSSBump = false;
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m_fSeamlessScale = 0.0;
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}
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bool m_bBump;
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bool m_bLightmappedGeneric;
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bool m_bWorldVertexTransition;
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bool m_bTeeth;
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int m_nBumpmapVar;
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int m_nBumpmapFrame;
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int m_nBumpTransform;
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int m_nFlashlightTextureVar;
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int m_nFlashlightTextureFrameVar;
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int m_nBaseTexture2Var;
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int m_nBaseTexture2FrameVar;
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int m_nBumpmapVar2;
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int m_nBumpmapFrame2;
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int m_nBumpTransform2;
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int m_nDetailVar;
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int m_nDetailScale;
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int m_nDetailTextureCombineMode;
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int m_nDetailTextureBlendFactor;
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int m_nDetailTint;
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int m_nDetailVar2;
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int m_nDetailScale2;
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int m_nDetailTextureBlendFactor2;
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int m_nDetailTint2;
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int m_nTeethForwardVar;
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int m_nTeethIllumFactorVar;
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int m_nAlphaTestReference;
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bool m_bSSBump;
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float m_fSeamlessScale; // 0.0 = not seamless
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int m_nLayerTint1;
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int m_nLayerTint2;
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};
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void DrawFlashlight_dx90( IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars );
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void HashShadow2DJitter( const float fJitterSeed, float *fU, float* fV );
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//Alpha tested materials can end up leaving garbage in the dest alpha buffer if they write depth.
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//This pass fills in the areas that passed the alpha test with depth in dest alpha
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//by writing only equal depth pixels and only if we should be writing depth to dest alpha
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void DrawEqualDepthToDestAlpha( void );
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private:
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// Converts a color + alpha into a vector4
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void ColorVarsToVector( int colorVar, int alphaVar, Vector4D &color );
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};
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FORCEINLINE bool IsSRGBDetailTexture( int nMode )
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{
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return ( nMode == DETAIL_BLEND_MODE_DETAIL_OVER_BASE ) ||
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( nMode == DETAIL_BLEND_MODE_FADE ) ||
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( nMode == DETAIL_BLEND_MODE_BASE_OVER_DETAIL );
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}
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FORCEINLINE bool IsSRGBDecalTexture( int nMode )
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{
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return (nMode == DECAL_BLEND_MODE_DECAL_ALPHA);
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}
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FORCEINLINE char * GetFlashlightTextureFilename()
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{
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//if ( !IsX360() && ( g_pHardwareConfig->SupportsBorderColor() ) )
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//{
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// return "effects/flashlight001_border";
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//}
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//else
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{
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return "effects/flashlight001";
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}
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}
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extern ConVar r_flashlightbrightness;
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FORCEINLINE void SetFlashLightColorFromState( FlashlightState_t const &state, IShaderDynamicAPI *pShaderAPI, bool bSinglePassFlashlight, int nPSRegister=28, bool bFlashlightNoLambert=false )
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{
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// Old code
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//float flToneMapScale = ( ShaderApiFast( pShaderAPI )->GetToneMappingScaleLinear() ).x;
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//float flFlashlightScale = 1.0f / flToneMapScale;
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// Fix to old code to keep flashlight from ever getting brighter than 1.0
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//float flToneMapScale = ( ShaderApiFast( pShaderAPI )->GetToneMappingScaleLinear() ).x;
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//if ( flToneMapScale < 1.0f )
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// flToneMapScale = 1.0f;
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//float flFlashlightScale = 1.0f / flToneMapScale;
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float flFlashlightScale = r_flashlightbrightness.GetFloat();
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if ( !g_pHardwareConfig->GetHDREnabled() )
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{
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// Non-HDR path requires 2.0 flashlight
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flFlashlightScale = 2.0f;
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}
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// DX10 hardware and single pass flashlight require a hack scalar since the flashlight is added in linear space
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if ( ( g_pHardwareConfig->UsesSRGBCorrectBlending() ) || ( bSinglePassFlashlight ) )
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{
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flFlashlightScale *= 2.5f; // Magic number that works well on the 360 and NVIDIA 8800
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}
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flFlashlightScale *= state.m_fBrightnessScale;
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// Generate pixel shader constant
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float const *pFlashlightColor = state.m_Color;
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float vPsConst[4] = { flFlashlightScale * pFlashlightColor[0], flFlashlightScale * pFlashlightColor[1], flFlashlightScale * pFlashlightColor[2], pFlashlightColor[3] };
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vPsConst[3] = bFlashlightNoLambert ? 2.0f : 0.0f; // This will be added to N.L before saturate to force a 1.0 N.L term
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// Red flashlight for testing
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//vPsConst[0] = 0.5f; vPsConst[1] = 0.0f; vPsConst[2] = 0.0f;
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ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( nPSRegister, ( float * )vPsConst );
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}
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FORCEINLINE float ShadowAttenFromState( FlashlightState_t const &state )
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{
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// DX10 requires some hackery due to sRGB/blend ordering change from DX9, which makes the shadows too light
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if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
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return state.m_flShadowAtten * 0.1f; // magic number
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return state.m_flShadowAtten;
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}
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FORCEINLINE float ShadowFilterFromState( FlashlightState_t const &state )
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{
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// We developed shadow maps at 1024, so we expect the penumbra size to have been tuned relative to that
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return state.m_flShadowFilterSize / 1024.0f;
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}
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FORCEINLINE void SetupUberlightFromState( IShaderDynamicAPI *pShaderAPI, FlashlightState_t const &state )
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{
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// Bail if we can't do ps30 or we don't even want an uberlight
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if ( !g_pHardwareConfig->HasFastVertexTextures() || !state.m_bUberlight || !pShaderAPI )
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return;
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UberlightState_t u = state.m_uberlightState;
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// Set uberlight shader parameters as function of user controls from UberlightState_t
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Vector4D vSmoothEdge0 = Vector4D( 0.0f, u.m_fCutOn - u.m_fNearEdge, u.m_fCutOff, 0.0f );
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Vector4D vSmoothEdge1 = Vector4D( 0.0f, u.m_fCutOn, u.m_fCutOff + u.m_fFarEdge, 0.0f );
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Vector4D vSmoothOneOverW = Vector4D( 0.0f, 1.0f / u.m_fNearEdge, 1.0f / u.m_fFarEdge, 0.0f );
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Vector4D vShearRound = Vector4D( u.m_fShearx, u.m_fSheary, 2.0f / u.m_fRoundness, -u.m_fRoundness / 2.0f );
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Vector4D vaAbB = Vector4D( u.m_fWidth, u.m_fWidth + u.m_fWedge, u.m_fHeight, u.m_fHeight + u.m_fHedge );
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ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_0, vSmoothEdge0.Base(), 1 );
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ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_1, vSmoothEdge1.Base(), 1 );
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ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_OOW, vSmoothOneOverW.Base(), 1 );
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ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( PSREG_UBERLIGHT_SHEAR_ROUND, vShearRound.Base(), 1 );
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ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( PSREG_UBERLIGHT_AABB, vaAbB.Base(), 1 );
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QAngle angles;
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QuaternionAngles( state.m_quatOrientation, angles );
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// World to Light's View matrix
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matrix3x4_t viewMatrix, viewMatrixInverse;
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AngleMatrix( angles, state.m_vecLightOrigin, viewMatrixInverse );
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MatrixInvert( viewMatrixInverse, viewMatrix );
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ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( PSREG_UBERLIGHT_WORLD_TO_LIGHT, viewMatrix.Base(), 4 );
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}
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// convenient material variable access functions for helpers to use.
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FORCEINLINE bool IsTextureSet( int nVar, IMaterialVar **params )
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{
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return ( nVar != -1 ) && ( params[nVar]->IsTexture() );
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}
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FORCEINLINE bool IsBoolSet( int nVar, IMaterialVar **params )
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{
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return ( nVar != -1 ) && ( params[nVar]->GetIntValue() );
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}
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FORCEINLINE int GetIntParam( int nVar, IMaterialVar **params, int nDefaultValue = 0 )
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{
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return ( nVar != -1 ) ? ( params[nVar]->GetIntValue() ) : nDefaultValue;
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}
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FORCEINLINE float GetFloatParam( int nVar, IMaterialVar **params, float flDefaultValue = 0.0 )
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{
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return ( nVar != -1 ) ? ( params[nVar]->GetFloatValue() ) : flDefaultValue;
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}
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FORCEINLINE void InitFloatParam( int nIndex, IMaterialVar **params, float flValue )
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{
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if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
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{
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params[nIndex]->SetFloatValue( flValue );
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}
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}
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FORCEINLINE void InitIntParam( int nIndex, IMaterialVar **params, int nValue )
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{
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if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
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{
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params[nIndex]->SetIntValue( nValue );
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}
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}
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FORCEINLINE void InitVecParam( int nIndex, IMaterialVar **params, float x, float y )
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{
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if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
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{
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params[nIndex]->SetVecValue( x, y );
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}
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}
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FORCEINLINE void InitVecParam( int nIndex, IMaterialVar **params, float x, float y, float z )
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{
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if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
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{
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params[nIndex]->SetVecValue( x, y, z );
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}
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}
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FORCEINLINE void InitVecParam( int nIndex, IMaterialVar **params, float x, float y, float z, float w )
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{
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if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
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{
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params[nIndex]->SetVecValue( x, y, z, w );
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}
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}
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// Did we launch with -tools
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bool ToolsEnabled();
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class ConVar;
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#ifdef _DEBUG
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extern ConVar mat_envmaptintoverride;
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extern ConVar mat_envmaptintscale;
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#endif
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#endif // BASEVSSHADER_H
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