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335 lines
12 KiB
335 lines
12 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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//===========================================================================//
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#include "BaseVSShader.h"
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#include "cloak_dx9_helper.h"
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#include "../shaderapidx9/locald3dtypes.h"
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#include "convar.h"
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#include "cpp_shader_constant_register_map.h"
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#include "cloak_vs20.inc"
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#include "cloak_ps20.inc"
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#include "cloak_ps20b.inc"
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#if !defined( _X360 ) && !defined( _PS3 )
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#include "cloak_vs30.inc"
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#include "cloak_ps30.inc"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
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// FIXME: doesn't support fresnel!
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void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Cloak_DX9_Vars_t &info )
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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if( !params[info.m_nFresnelReflection]->IsDefined() )
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{
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params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
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}
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if( !params[info.m_nMasked]->IsDefined() )
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{
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params[info.m_nMasked]->SetIntValue( 0 );
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}
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info )
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{
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if (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 (params[info.m_nNormalMap]->IsDefined() )
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{
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pShader->LoadBumpMap( info.m_nNormalMap );
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}
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if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nDiffuseWarpTexture );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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}
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void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
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{
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
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bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0);
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bool hasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
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bool hasPhongExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture();
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bool hasPhongTintMap = hasPhongExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 );
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bool bHasRimLight = (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
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bool bHasRimMaskMap = hasPhongExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
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SHADOW_STATE
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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pShader->SetInitialShadowState( );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Always SRGB read on base map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Refraction map sampler...
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
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pShaderShadow->EnableSRGBWrite( true );
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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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if( bIsModel )
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{
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userDataSize = 4;
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}
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else
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{
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
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}
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// This shader supports compressed vertices, so OR in that flag:
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flags |= VERTEX_FORMAT_COMPRESSED;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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#if !defined( _X360 ) && !defined( _PS3 )
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_STATIC_VERTEX_SHADER( cloak_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
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SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow );
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SET_STATIC_VERTEX_SHADER( cloak_vs20 );
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// Bind ps_2_b shader so we can get Phong terms
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( cloak_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
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SET_STATIC_PIXEL_SHADER( cloak_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( cloak_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
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SET_STATIC_PIXEL_SHADER( cloak_ps20 );
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}
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}
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#if !defined( _X360 ) && !defined( _PS3 )
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else
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{
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// The vertex shader uses the vertex id stream
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
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DECLARE_STATIC_VERTEX_SHADER( cloak_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
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SET_STATIC_VERTEX_SHADER( cloak_vs30 );
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// Bind ps_2_b shader so we can get Phong terms
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DECLARE_STATIC_PIXEL_SHADER( cloak_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
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SET_STATIC_PIXEL_SHADER( cloak_ps30 );
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}
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#endif
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pShader->DefaultFog();
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if( bMasked )
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{
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pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
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}
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// Lighting constants
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pShader->PI_BeginCommandBuffer();
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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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pShaderAPI->SetDefaultState();
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// Bind textures
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pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, 0 ); // Base Map
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
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pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nNormalMap, info.m_nBumpFrame ); // Normal Map
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Normalization cube map
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if ( hasDiffuseWarp )
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{
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if ( r_lightwarpidentity.GetBool() )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, TEXTURE_IDENTITY_LIGHTWARP );
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}
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else
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{
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pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nDiffuseWarpTexture ); // Light warp texture
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}
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}
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
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LightState_t lightState = {0, false, false};
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pShaderAPI->GetDX9LightState( &lightState );
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#if !defined( _X360 ) && !defined( _PS3 )
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs20 );
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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_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
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SET_DYNAMIC_VERTEX_SHADER( cloak_vs20 );
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// Bind ps_2_b shader so we can get Phong, rim and a cloudier refraction
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_PIXEL_SHADER( cloak_ps20b );
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}
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else
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{
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// JasonM Hack
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//
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// In general, cloaking on ps_2_0 needs re-working for multipass...yuck...
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//
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int nPS20NumLights = MAX( lightState.m_nNumLights, 1 );
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nPS20NumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_PIXEL_SHADER( cloak_ps20 );
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}
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}
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#if !defined( _X360 ) && !defined( _PS3 )
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else
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{
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pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
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DECLARE_DYNAMIC_VERTEX_SHADER( cloak_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( cloak_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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SET_DYNAMIC_PIXEL_SHADER( cloak_ps30 );
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}
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#endif
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform );
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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pShader->SetPixelShaderConstant( 27, info.m_nRefractTint );
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}
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else
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{
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pShader->SetPixelShaderConstantGammaToLinear( 27, info.m_nRefractTint );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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// Pack phong exponent in with the eye position
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float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1};
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float vSpecularTint[4] = {1, 1, 1, 1}, vRimBoost[4] = {1, 1, 1, 1};
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
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vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map
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else
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vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent
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if ( (info.m_nPhongTint != -1 ) && params[info.m_nPhongTint]->IsDefined() ) // Get the tint parameter
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params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 4);
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// Get the rim light power (goes in w of Phong tint)
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if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() )
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{
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vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue();
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vSpecularTint[3] = MAX(vSpecularTint[3], 1.0f); // Make sure this is at least 1
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}
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// Get the rim boost power (goes in w of flashlight position)
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if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() )
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{
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vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue();
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}
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// Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term
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if ( bHasRimMaskMap )
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{
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float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code
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vRimMaskControl[0] = params[info.m_nRimMask]->GetFloatValue();
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 );
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}
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// If it's all zeros, there was no constant tint in the vmt
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if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) )
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{
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if ( hasPhongTintMap ) // If we have a map to use, tell the shader
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{
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vSpecularTint[0] = -1;
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}
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else // Otherwise, just tint with white
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{
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vSpecularTint[0] = 1.0f;
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vSpecularTint[1] = 1.0f;
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vSpecularTint[2] = 1.0f;
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}
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}
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if ( (info.m_nPhongFresnelRanges != -1 ) && params[info.m_nPhongFresnelRanges]->IsDefined() )
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params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional fresnel range parameters
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if ( ( info.m_nPhongBoost != -1 ) &¶ms[info.m_nPhongBoost]->IsDefined() ) // Grab optional phong boost param
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vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue();
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else
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vFresnelRanges_SpecBoost[3] = 1.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
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pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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// Set c0 and c1 to contain first two rows of ViewProj matrix
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VMatrix matView, matProj, matViewProj;
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pShaderAPI->GetMatrix( MATERIAL_VIEW, matView.m[0] );
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.m[0] );
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matViewProj = matView * matProj;
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pShaderAPI->SetPixelShaderConstant( 0, matViewProj.m[0], 2 );
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// Cloaking control constants
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float vCloakControls[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 0.0f };
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pShaderAPI->SetPixelShaderConstant( 3, vCloakControls, 1 );
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}
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pShader->Draw();
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}
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