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648 lines
28 KiB
648 lines
28 KiB
//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "Blob_helper.h"
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#include "cpp_shader_constant_register_map.h"
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/*
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#include "mathlib/VMatrix.h"
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#include "convar.h"
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*/
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// Auto generated inc files
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#include "blob_vs30.inc"
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#include "blob_ps30.inc"
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#include "blob_arm_vs20.inc"
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#include "blob_arm_ps20b.inc"
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void InitParamsBlob( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, BlobVars_t &info )
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{
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// Set material parameter default values
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nBackSurface, kDefaultBackSurface );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nUVScale, kDefaultUVScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nBumpStrength, kDefaultBumpStrength );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nFresnelBumpStrength, kDefaultFresnelBumpStrength );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nInteriorEnable, kDefaultInteriorEnable );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorFogStrength, kDefaultInteriorFogStrength );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorFogLimit, kDefaultInteriorFogLimit );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorFogNormalBoost, kDefaultInteriorFogNormalBoost );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorBackgroundBoost, kDefaultInteriorBackgroundBoost );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorAmbientScale, kDefaultInteriorAmbientScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorBackLightScale, kDefaultInteriorBackLightScale );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nInteriorColor, kDefaultInteriorColor, 3 );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorRefractStrength, kDefaultInteriorRefractStrength );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorRefractBlur, kDefaultInteriorRefractBlur );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nFresnelParams, kDefaultFresnelParams, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBaseColorTint, kDefaultBaseColorTint, 3 );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDiffuseScale, kDefaultDiffuseScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecExp, kDefaultSpecExp );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecScale, kDefaultSpecScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecExp2, kDefaultSpecExp );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecScale2, kDefaultSpecScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRimLightExp, kDefaultRimLightExp );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRimLightScale, kDefaultRimLightScale );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nSelfIllumFresnelEnable, kDefaultSelfIllumFresnelEnable );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nSelfIllumFresnelParams, kDefaultSelfIllumFresnelParams, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nSelfIllumTint, kDefaultSelfIllumTint, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nUVProjOffset, kDefaultUVProjOffset, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBBMin, kDefaultBB, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBBMax, kDefaultBB, 3 );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nArmature, kDefaultArmature );
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
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Assert( info.m_nFlashlightTexture >= 0 );
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[info.m_nFlashlightTexture]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[info.m_nFlashlightTexture]->SetStringValue( "effects/flashlight001" );
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}
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nFlashlightTextureFrame, 0 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nArmColorTint, kDefaultArmColorTint, 3 );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nArmWiden, kDefaultArmWiden );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nArmWidthExp, kDefaultArmWidthExp );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nArmWidthScale, kDefaultArmWidthScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nArmWidthBias, kDefaultArmWidthBias );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nAnimateArmPulses, kDefaultAnimateArmPulses );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nVolumeTex, kDefaultVolumeTex );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nBumpFrame, kDefaultBumpFrame )
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nGlowScale, kDefaultGlowScale );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPulse, kDefaultPulse );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nContactShadows, kDefaultContactShadows );
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if ( IS_PARAM_DEFINED( info.m_nPulse ) && params[info.m_nPulse]->GetIntValue() &&
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IS_PARAM_DEFINED( info.m_nContactShadows ) && params[info.m_nContactShadows]->GetIntValue() )
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{
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Warning( "ERROR: material (%s) has invalid settings - contactShadows and pulse cannot both be set to 1\n", pMaterialName );
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params[info.m_nContactShadows]->SetIntValue( 0 );
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}
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// Set material flags
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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//SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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//SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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// This flag is turned off even though the shader needs the full framebuffer texture.
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// The blob client code kicks off updating the framebuffer texture explicitly once it's done with drawing the innards.
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if ( params[info.m_nInteriorEnable]->IsDefined() && params[info.m_nInteriorEnable]->GetIntValue() != 0 )
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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}
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}
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void InitBlob( CBaseVSShader *pShader, IMaterialVar** params, BlobVars_t &info )
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{
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// Load textures
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if ( (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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}
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if ( (info.m_nNormalMap != -1) && params[info.m_nNormalMap]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nNormalMap );
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}
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if ( (info.m_nSpecMap != -1) && params[info.m_nSpecMap]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nSpecMap );
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}
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if ( (info.m_nLightWarpTexture != -1) && params[info.m_nLightWarpTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nLightWarpTexture, TEXTUREFLAGS_SRGB );
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}
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if ( (info.m_nFresnelWarpTexture != -1) && params[info.m_nFresnelWarpTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nFresnelWarpTexture );
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}
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if ( (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nOpacityTexture );
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}
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if ( (info.m_nFlashlightTexture != -1) && params[info.m_nFlashlightTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
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}
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}
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void DrawBlob( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, BlobVars_t &info, VertexCompressionType_t vertexCompression )
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{
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if ( (info.m_nArmature != -1) && ( params[info.m_nArmature]->GetIntValue() > 0 ) )
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{
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DrawArmature( pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression, 0 );
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DrawArmature( pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression, 1 );
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return;
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}
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bool bHasFlashlight = pShader->UsingFlashlight( params );
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bool bBackSurface = (info.m_nBackSurface != -1) && ( params[info.m_nBackSurface]->GetIntValue() > 0 );
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bool bLightWarp = (info.m_nLightWarpTexture != -1) && params[info.m_nLightWarpTexture]->IsDefined();
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bool bFresnelWarp = (info.m_nFresnelWarpTexture != -1) && params[info.m_nFresnelWarpTexture]->IsDefined();
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bool bOpacityTexture = (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsDefined();
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bool bInteriorLayer = (info.m_nInteriorEnable != -1) && ( params[info.m_nInteriorEnable]->GetIntValue() > 0 );
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bool bSelfIllumFresnel = (info.m_nSelfIllumFresnelEnable != -1) && ( params[info.m_nSelfIllumFresnelEnable]->GetIntValue() > 0 );
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bool bVolumeTex = (info.m_nVolumeTex != -1) && ( params[info.m_nVolumeTex]->GetIntValue() > 0 );
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bool bContactShadows = (info.m_nContactShadows != -1) && ( params[info.m_nContactShadows]->GetIntValue() > 0 );
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bool bPulse = (info.m_nPulse != -1) && ( params[info.m_nPulse]->GetIntValue() > 0 );
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SHADOW_STATE
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{
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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int texCoordDims[4] = { 4, 4, 4, 4 };
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, texCoordDims, userDataSize );
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ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT;
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if ( bHasFlashlight )
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{
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( false /* bForceLowQuality */, true /* bPS30 */ ); // Based upon vendor and device dependent formats
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}
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// Vertex Shader
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DECLARE_STATIC_VERTEX_SHADER( blob_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( CONTACT_SHADOW, bContactShadows ); // only do contact shadows on outer shell (which has interior layer enabled)
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SET_STATIC_VERTEX_SHADER_COMBO( VOLUME_TEXTURE, bVolumeTex );
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SET_STATIC_VERTEX_SHADER( blob_vs30 );
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// Pixel Shader
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if( /* g_pHardwareConfig->SupportsPixelShaders_3_0() */ true )
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{
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DECLARE_STATIC_PIXEL_SHADER( blob_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( BACK_SURFACE, bBackSurface );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHT_WARP, bLightWarp );
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SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL_WARP, bFresnelWarp );
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SET_STATIC_PIXEL_SHADER_COMBO( OPACITY_TEXTURE, bOpacityTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( INTERIOR_LAYER, bInteriorLayer );
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SET_STATIC_PIXEL_SHADER_COMBO( HIGH_PRECISION_DEPTH, (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( SELF_ILLUM_FRESNEL, bSelfIllumFresnel );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER_COMBO( CONTACT_SHADOW, bContactShadows ); // only do contact shadows on outer shell (which has interior layer enabled)
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SET_STATIC_PIXEL_SHADER_COMBO( SELF_ILLUM_PULSE, bPulse );
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SET_STATIC_PIXEL_SHADER_COMBO( VOLUME_TEXTURE, bVolumeTex );
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SET_STATIC_PIXEL_SHADER( blob_ps30 );
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}
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else
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{
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Assert( !"No ps_3_0" );
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}
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); //[sRGB] Base
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); //[sRGB] Backbuffer
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Spec mask
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); //[sRGB] Light warp
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Fresnel warp // TODO: Could be in alpha of lightwarp
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Opacity
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
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if( bHasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Shadow depth map
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//pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Noise map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); //[sRGB] Flashlight cookie
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );
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}
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pShaderShadow->EnableSRGBWrite( true );
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/*
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// Blending
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pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableAlphaWrites( false );
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*/
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pShaderShadow->EnableAlphaWrites( true );
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// Per-instance state
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pShader->PI_BeginCommandBuffer();
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pShader->PI_SetVertexShaderAmbientLightCube();
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pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
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pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
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pShader->PI_EndCommandBuffer();
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}
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DYNAMIC_STATE
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{
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///////////////////////
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// VERTEX SHADER SETUP
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///////////////////////
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// Set Vertex Shader Combos
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DECLARE_DYNAMIC_VERTEX_SHADER( blob_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( blob_vs30 );
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LightState_t lightState = { 0, false, false };
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pShaderAPI->GetDX9LightState( &lightState );
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// VS constants
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float flConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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flConsts[0] = IS_PARAM_DEFINED( info.m_nUVScale ) ? params[info.m_nUVScale]->GetFloatValue() : kDefaultUVScale;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, flConsts );
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if ( IS_PARAM_DEFINED( info.m_nUVProjOffset ) )
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params[info.m_nUVProjOffset]->GetVecValue( flConsts, 3 );
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else
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memcpy( flConsts, kDefaultUVProjOffset, sizeof( kDefaultUVProjOffset ) );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, flConsts );
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if ( IS_PARAM_DEFINED( info.m_nBBMin ) )
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params[info.m_nBBMin]->GetVecValue( flConsts, 3 );
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else
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memcpy( flConsts, kDefaultBB, sizeof( kDefaultBB ) );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flConsts );
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if ( IS_PARAM_DEFINED( info.m_nBBMax ) )
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params[info.m_nBBMax]->GetVecValue( flConsts, 3 );
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else
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memcpy( flConsts, kDefaultBB, sizeof( kDefaultBB ) );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, flConsts );
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//////////////////////
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// PIXEL SHADER SETUP
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//////////////////////
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// Bind textures
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pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE );
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pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap, info.m_nBumpFrame );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
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if ( (info.m_nSpecMap != -1) && params[info.m_nSpecMap]->IsDefined() )
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{
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pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nSpecMap );
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_WHITE );
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}
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if ( bLightWarp )
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{
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pShader->BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nLightWarpTexture );
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}
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if ( bFresnelWarp )
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{
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pShader->BindTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, info.m_nFresnelWarpTexture );
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}
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if ( bOpacityTexture )
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{
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pShader->BindTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, info.m_nOpacityTexture );
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}
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// flashlightfixme: put this in common code.
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bool bFlashlightShadows = false;
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if( bHasFlashlight )
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{
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Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
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pShader->BindTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
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VMatrix worldToTexture;
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ITexture *pFlashlightDepthTexture;
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FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
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bFlashlightShadows = state.m_bEnableShadows;
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SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
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if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
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{
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pShader->BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_NONE, TEXTURE_SHADOW_NOISE_2D );
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}
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float atten[4], pos[4], tweaks[4];
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atten[0] = state.m_fConstantAtten; // Set the flashlight attenuation factors
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atten[1] = state.m_fLinearAtten;
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atten[2] = state.m_fQuadraticAtten;
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atten[3] = state.m_FarZAtten;
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
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pos[0] = state.m_vecLightOrigin[0]; // Set the flashlight origin
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pos[1] = state.m_vecLightOrigin[1];
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pos[2] = state.m_vecLightOrigin[2];
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pos[3] = state.m_FarZ;
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost
|
|
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
|
|
|
|
// Tweaks associated with a given flashlight
|
|
tweaks[0] = ShadowFilterFromState( state );
|
|
tweaks[1] = ShadowAttenFromState( state );
|
|
pShader->HashShadow2DJitter( state.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, 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, &state.m_nShadowQuality, 1 );
|
|
}
|
|
}
|
|
|
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nBumpStrength ) ? params[info.m_nBumpStrength]->GetFloatValue() : kDefaultBumpStrength;
|
|
flConsts[1] = (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? 8192.0f : 192.0f; // destalpha dest scale factor. TODO: put this in its own const and call shaderAPI method to set
|
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nInteriorFogStrength ) ? params[info.m_nInteriorFogStrength]->GetFloatValue() : kDefaultInteriorFogStrength;
|
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorRefractStrength ) ? params[info.m_nInteriorRefractStrength]->GetFloatValue() : kDefaultInteriorRefractStrength;
|
|
pShaderAPI->SetPixelShaderConstant( 0, flConsts, 1 );
|
|
|
|
Assert( IS_PARAM_DEFINED( info.m_nFresnelParams ) );
|
|
if ( IS_PARAM_DEFINED( info.m_nFresnelParams ) )
|
|
params[info.m_nFresnelParams]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultFresnelParams, sizeof( kDefaultFresnelParams ) );
|
|
flConsts[3] = params[info.m_nInteriorBackgroundBoost]->GetFloatValue();
|
|
pShaderAPI->SetPixelShaderConstant( 1, flConsts, 1 );
|
|
|
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nRimLightExp ) ? params[info.m_nRimLightExp]->GetFloatValue() : kDefaultRimLightExp;
|
|
flConsts[1] = IS_PARAM_DEFINED( info.m_nRimLightScale ) ? params[info.m_nRimLightScale]->GetFloatValue() : kDefaultRimLightScale;
|
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nSpecScale ) ? params[info.m_nSpecScale]->GetFloatValue() : kDefaultSpecScale;
|
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp2 ) ? params[info.m_nSpecExp2]->GetFloatValue() : kDefaultSpecExp;
|
|
pShaderAPI->SetPixelShaderConstant( 3, flConsts, 1 );
|
|
|
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nSpecScale2 ) ? params[info.m_nSpecScale2]->GetFloatValue() : kDefaultSpecScale;
|
|
flConsts[1] = IS_PARAM_DEFINED( info.m_nFresnelBumpStrength ) ? params[info.m_nFresnelBumpStrength]->GetFloatValue() : kDefaultFresnelBumpStrength;
|
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nDiffuseScale ) ? params[info.m_nDiffuseScale]->GetFloatValue() : kDefaultDiffuseScale;
|
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorAmbientScale ) ? params[info.m_nInteriorAmbientScale]->GetFloatValue() : kDefaultInteriorAmbientScale;
|
|
pShaderAPI->SetPixelShaderConstant( 10, flConsts, 1 );
|
|
|
|
pShaderAPI->GetWorldSpaceCameraPosition( flConsts );
|
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp ) ? params[info.m_nSpecExp]->GetFloatValue() : kDefaultSpecExp;
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, flConsts, 1 );
|
|
|
|
// Depth alpha [ TODO: support fog ]
|
|
bool bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
|
|
flConsts[0] = bWriteDepthToAlpha ? 1.0f : 0.0f;
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FOG_PARAMS, flConsts, 1 );
|
|
|
|
if ( IS_PARAM_DEFINED( info.m_nBaseColorTint ) )
|
|
params[info.m_nBaseColorTint]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultBaseColorTint, sizeof( kDefaultBaseColorTint ) );
|
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorBackLightScale ) ? params[info.m_nInteriorBackLightScale]->GetFloatValue() : kDefaultInteriorBackLightScale;
|
|
pShaderAPI->SetPixelShaderConstant( 19, flConsts, 1 );
|
|
|
|
if( bSelfIllumFresnel )
|
|
{
|
|
if ( IS_PARAM_DEFINED( info.m_nSelfIllumFresnelParams ) )
|
|
params[info.m_nSelfIllumFresnelParams]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultSelfIllumFresnelParams, sizeof( kDefaultSelfIllumFresnelParams ) );
|
|
float flMin = flConsts[0];
|
|
float flMax = flConsts[1];
|
|
float flExp = flConsts[2];
|
|
|
|
flConsts[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
|
|
flConsts[0] = 1.0f - flConsts[1]; // Scale
|
|
flConsts[2] = flExp; // Exp
|
|
flConsts[3] = flMax; // Brightness
|
|
pShaderAPI->SetPixelShaderConstant( 26, flConsts, 1 );
|
|
|
|
if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) )
|
|
params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultSelfIllumTint, sizeof( kDefaultSelfIllumTint ) );
|
|
pShaderAPI->SetPixelShaderConstant( 27, flConsts, 1 );
|
|
}
|
|
|
|
if ( IS_PARAM_DEFINED( info.m_nInteriorColor ) )
|
|
params[info.m_nInteriorColor]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultInteriorColor, sizeof( kDefaultInteriorColor ) );
|
|
flConsts[3] = params[info.m_nInteriorRefractBlur]->GetFloatValue();
|
|
pShaderAPI->SetPixelShaderConstant( 32, flConsts, 1 );
|
|
|
|
float mView[16];
|
|
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView );
|
|
pShaderAPI->SetPixelShaderConstant( 33, mView, 3 );
|
|
|
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nInteriorFogLimit ) ? params[info.m_nInteriorFogLimit]->GetFloatValue() : kDefaultInteriorFogLimit;
|
|
flConsts[0] = 1.0f - flConsts[0];
|
|
flConsts[1] = params[info.m_nInteriorFogNormalBoost]->GetFloatValue();
|
|
flConsts[2] = params[info.m_nGlowScale]->GetFloatValue();
|
|
pShaderAPI->SetPixelShaderConstant( 36, flConsts, 1 );
|
|
|
|
// Set Pixel Shader Combos
|
|
if( /*g_pHardwareConfig->SupportsPixelShaders_2_b()*/ true )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( blob_ps30 );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
|
|
SET_DYNAMIC_PIXEL_SHADER( blob_ps30 );
|
|
}
|
|
else
|
|
{
|
|
Assert( !"No ps_3_0" );
|
|
}
|
|
}
|
|
pShader->Draw();
|
|
}
|
|
|
|
void DrawArmature( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
|
|
IShaderShadow* pShaderShadow, BlobVars_t &info, VertexCompressionType_t vertexCompression, int nPassIdx )
|
|
{
|
|
Assert( nPassIdx >= 0 && nPassIdx < 2 );
|
|
|
|
bool bSelfIllumFresnel = (info.m_nSelfIllumFresnelEnable != -1) && ( params[info.m_nSelfIllumFresnelEnable]->GetIntValue() > 0 );
|
|
bool bArmWiden = (info.m_nArmWiden != -1) && ( params[info.m_nArmWiden]->GetIntValue() > 0 );
|
|
bool bNormalMap = (info.m_nNormalMap != -1) && params[info.m_nNormalMap]->IsDefined();
|
|
bool bBaseMap = params[BASETEXTURE]->IsDefined();
|
|
bool bAnimatedPulses = (info.m_nAnimateArmPulses != -1) && ( params[info.m_nAnimateArmPulses]->GetIntValue() > 0 );
|
|
|
|
SHADOW_STATE
|
|
{
|
|
if ( nPassIdx != 0 )
|
|
{
|
|
// Reset shadow state manually since we're drawing from two materials
|
|
pShader->SetInitialShadowState();
|
|
}
|
|
|
|
// Set stream format (note that this shader supports compression)
|
|
unsigned int flags = VERTEX_COLOR;
|
|
int nTexCoordCount = 5;
|
|
int userDataSize = 0;
|
|
int texCoordDims[5] = { 4, 4, 4, 4, 4 };
|
|
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, texCoordDims, userDataSize );
|
|
|
|
// Vertex Shader
|
|
DECLARE_STATIC_VERTEX_SHADER( blob_arm_vs20 );
|
|
SET_STATIC_VERTEX_SHADER_COMBO( WIDEN_TIPS, bArmWiden );
|
|
SET_STATIC_VERTEX_SHADER( blob_arm_vs20 );
|
|
|
|
// Pixel Shader
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_STATIC_PIXEL_SHADER( blob_arm_ps20b );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( SELF_ILLUM_FRESNEL, bSelfIllumFresnel );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( PRE_PASS, ( nPassIdx == 0 ) );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, bNormalMap );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( MOVING_PULSES, bAnimatedPulses );
|
|
SET_STATIC_PIXEL_SHADER( blob_arm_ps20b );
|
|
}
|
|
else
|
|
{
|
|
Assert( !"No ps_2_b" );
|
|
}
|
|
|
|
// Textures
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
|
|
pShaderShadow->EnableSRGBWrite( true );
|
|
|
|
pShaderShadow->EnableAlphaToCoverage( nPassIdx == 0 );
|
|
pShaderShadow->EnableAlphaTest( nPassIdx == 0 );
|
|
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 0.5f );
|
|
pShaderShadow->EnableColorWrites( nPassIdx > 0 );
|
|
|
|
if ( nPassIdx != 0 )
|
|
{
|
|
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
|
|
}
|
|
|
|
// Blending
|
|
pShaderShadow->EnableAlphaWrites( true );
|
|
|
|
// Per-instance state
|
|
pShader->PI_BeginCommandBuffer();
|
|
pShader->PI_SetVertexShaderAmbientLightCube();
|
|
pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
|
|
pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
|
|
pShader->PI_EndCommandBuffer();
|
|
}
|
|
|
|
DYNAMIC_STATE
|
|
{
|
|
if ( nPassIdx != 0 )
|
|
{
|
|
// Reset render state manually since we're drawing from two materials
|
|
pShaderAPI->SetDefaultState();
|
|
}
|
|
|
|
// Set Vertex Shader Combos
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( blob_arm_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
|
SET_DYNAMIC_VERTEX_SHADER( blob_arm_vs20 );
|
|
|
|
LightState_t lightState = { 0, false, false };
|
|
pShaderAPI->GetDX9LightState( &lightState );
|
|
|
|
// VS constants
|
|
float flConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nArmWidthExp ) ? params[info.m_nArmWidthExp]->GetFloatValue() : kDefaultArmWidthExp;
|
|
flConsts[1] = IS_PARAM_DEFINED( info.m_nArmWidthScale ) ? params[info.m_nArmWidthScale]->GetFloatValue() : kDefaultArmWidthScale;
|
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nArmWidthBias ) ? params[info.m_nArmWidthBias]->GetFloatValue() : kDefaultArmWidthBias;
|
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nUVScale ) ? params[info.m_nUVScale]->GetFloatValue() : kDefaultUVScale;
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, flConsts );
|
|
|
|
pShaderAPI->GetWorldSpaceCameraPosition( flConsts );
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, flConsts );
|
|
|
|
// Set Pixel Shader Combos
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( blob_arm_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER( blob_arm_ps20b );
|
|
}
|
|
else
|
|
{
|
|
Assert( !"No ps_2_b" );
|
|
}
|
|
|
|
// Bind textures
|
|
if ( bBaseMap )
|
|
{
|
|
pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE );
|
|
}
|
|
else
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_WHITE );
|
|
}
|
|
|
|
if ( bNormalMap )
|
|
{
|
|
pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap );
|
|
}
|
|
|
|
pShaderAPI->GetWorldSpaceCameraPosition( flConsts );
|
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp ) ? params[info.m_nSpecExp]->GetFloatValue() : kDefaultSpecExp;
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, flConsts, 1 );
|
|
|
|
if ( IS_PARAM_DEFINED( info.m_nArmColorTint ) )
|
|
params[info.m_nArmColorTint ]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultArmColorTint, sizeof( kDefaultArmColorTint ) );
|
|
pShaderAPI->SetPixelShaderConstant( 19, flConsts, 1 );
|
|
|
|
if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) )
|
|
params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultSelfIllumTint, sizeof( flConsts ) );
|
|
|
|
if( bSelfIllumFresnel )
|
|
{
|
|
if ( IS_PARAM_DEFINED( info.m_nSelfIllumFresnelParams ) )
|
|
params[info.m_nSelfIllumFresnelParams]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultSelfIllumTint, sizeof( flConsts ) );
|
|
float flMin = flConsts[0];
|
|
float flMax = flConsts[1];
|
|
float flExp = flConsts[2];
|
|
|
|
flConsts[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
|
|
flConsts[0] = 1.0f - flConsts[1]; // Scale
|
|
flConsts[2] = flExp; // Exp
|
|
flConsts[3] = flMax; // Brightness
|
|
pShaderAPI->SetPixelShaderConstant( 26, flConsts, 1 );
|
|
|
|
if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) )
|
|
params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 );
|
|
else
|
|
memcpy( flConsts, kDefaultSelfIllumTint, sizeof( flConsts ) );
|
|
pShaderAPI->SetPixelShaderConstant( 27, flConsts, 1 );
|
|
}
|
|
}
|
|
|
|
pShader->Draw();
|
|
}
|