Counter Strike : Global Offensive Source Code
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//========= Copyright (c) Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "customweapon_dx9_helper.h"
#include "cpp_shader_constant_register_map.h"
// Auto generated inc files
#include "customweapon_vs20.inc"
#include "customweapon_vs30.inc"
#include "customweapon_ps20b.inc"
#include "customweapon_ps30.inc"
#include "common_hlsl_cpp_consts.h"
#include "shaderlib/commandbuilder.h"
void InitParamsCustomWeapon( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, CustomWeaponVars_t &info )
{
static ConVarRef gpu_level( "gpu_level" );
int nGPULevel = gpu_level.GetInt();
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nCamoColor0, kDefaultCamoColor0, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nCamoColor1, kDefaultCamoColor1, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nCamoColor2, kDefaultCamoColor2, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nCamoColor3, kDefaultCamoColor3, 3 );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nBaseDiffuseOverride, kDefaultBaseDiffuseOverride );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPhongExponent, kDefaultPhongExponent );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPhongIntensity, kDefaultPhongIntensity );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nWearProgress, kDefaultWearProgress );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPaintStyle, kDefaultPaintStyle );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nExponentMode, kDefaultExponentMode );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPhongAlbedoFactor, kDefaultPhongAlbedoFactor );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nCheap, nGPULevel < 2 );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPreview, 0 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nPreviewPhongFresnelRanges, kDefaultPreviewPhongFresnelRanges, 3 );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPreviewPhongAlbedoTint, 0 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPhongAlbedoBoost, -1 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPreviewPhongBoost, kDefaultPreviewPhongBoost );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPreviewPaintPhongAlbedoBoost, kDefaultPreviewPhongBoost );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nPreviewIgnoreWeaponScale, 0 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPreviewWeaponObjScale, kDefaultWeaponScale );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPreviewWeaponUVScale, kDefaultWeaponScale );
if ( ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) && ( info.m_nPreview != -1 ) && ( params[info.m_nPreview]->GetIntValue() == 1 ) )
{
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
}
void InitCustomWeapon( CBaseVSShader *pShader, IMaterialVar** params, CustomWeaponVars_t &info )
{
// Load textures
if ( ( info.m_nBaseTexture != -1 ) && params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture );
}
if ( ( info.m_nSurfaceTexture != -1 ) && params[info.m_nSurfaceTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nSurfaceTexture );
}
if ( ( info.m_nAOTexture != -1 ) && params[info.m_nAOTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nAOTexture );
}
if ( ( info.m_nMasksTexture != -1 ) && params[info.m_nMasksTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nMasksTexture );
}
if ( ( info.m_nPosTexture != -1 ) && params[info.m_nPosTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nPosTexture );
}
if ( ( info.m_nGrungeTexture != -1 ) && params[info.m_nGrungeTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nGrungeTexture );
}
if ( ( info.m_nWearTexture != -1 ) && params[info.m_nWearTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nWearTexture );
}
if ( ( info.m_nPaintTexture != -1 ) && params[info.m_nPaintTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nPaintTexture );
}
if ( ( info.m_nExpTexture != -1 ) && params[info.m_nExpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nExpTexture );
}
}
class CCustomWeapon_DX9_Context : public CBasePerMaterialContextData
{
public:
CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
};
void DrawCustomWeapon( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, CustomWeaponVars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
CCustomWeapon_DX9_Context *pContextData = reinterpret_cast< CCustomWeapon_DX9_Context *> ( *pContextDataPtr );
bool bSurfaceTexture = ( info.m_nSurfaceTexture != -1 ) && params[info.m_nSurfaceTexture]->IsTexture();
bool bAOTexture = ( info.m_nAOTexture != -1 ) && params[info.m_nAOTexture]->IsTexture();
bool bMasksTexture = ( info.m_nMasksTexture != -1 ) && params[info.m_nMasksTexture]->IsTexture();
bool bPosTexture = ( info.m_nPosTexture != -1 ) && params[info.m_nPosTexture]->IsTexture();
bool bGrungeTexture = ( info.m_nGrungeTexture != -1 ) && params[info.m_nGrungeTexture]->IsTexture();
bool bWearTexture = ( info.m_nWearTexture != -1 ) && params[info.m_nWearTexture]->IsTexture();
bool bPaintTexture = ( info.m_nPaintTexture != -1 ) && params[info.m_nPaintTexture]->IsTexture();
bool bExpTexture = ( info.m_nExpTexture != -1 ) && params[info.m_nExpTexture]->IsTexture();
bool bBaseTexture = ( info.m_nBaseTexture != -1 ) && params[info.m_nBaseTexture]->IsTexture();
bool bPreview = ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) && ( info.m_nPreview != -1 ) && ( params[info.m_nPreview]->GetIntValue() == 1 );
bool bPreviewPhongAlbedoTint = bPreview && ( info.m_nPreviewPhongAlbedoTint != -1 ) && ( params[info.m_nPreviewPhongAlbedoTint]->GetIntValue() == 1 );
bExpTexture = bExpTexture || bPreview;
float fPhongAlbedoFactor;
if ( bPreview )
{
float fOrigPhongAlbedoBoost, fOrigPhongBoost, fPaintPhongAlbedoBoost;
fOrigPhongAlbedoBoost = params[info.m_nPhongAlbedoBoost]->GetFloatValue();
fOrigPhongBoost = params[info.m_nPreviewPhongBoost]->GetFloatValue();
fPaintPhongAlbedoBoost = params[info.m_nPreviewPaintPhongAlbedoBoost]->GetFloatValue();
fPhongAlbedoFactor = ( fOrigPhongAlbedoBoost < 0 ) ? ( ( fOrigPhongBoost < 0 ) ? 1.0f : fOrigPhongBoost ) : fOrigPhongAlbedoBoost;
fPhongAlbedoFactor /= ( fPaintPhongAlbedoBoost <= 0 ) ? 1.0f : fPaintPhongAlbedoBoost;
}
else
{
fPhongAlbedoFactor = params[info.m_nPhongAlbedoFactor]->GetFloatValue();
}
int nPaintStyle = 0;
if ( info.m_nPaintStyle != -1 )
nPaintStyle = params[info.m_nPaintStyle]->GetIntValue();
bool bExpMode = ( info.m_nExponentMode != -1 ) && ( params[info.m_nExponentMode]->GetIntValue() == 1);
bool bCheapMode = ( params[info.m_nCheap]->GetIntValue() != 0 ) && ( ( nPaintStyle == 3 ) || ( nPaintStyle == 6 ) ) && ( !bExpMode );
if ( ( pShader->IsSnapshotting() && pShaderShadow ) || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
{
if ( pShader->IsSnapshotting() )
{
// Set stream format (note that this shader supports compression)
int userDataSize = 0;
unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
// Vertex Shader
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_STATIC_VERTEX_SHADER( customweapon_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( PREVIEW, bPreview );
SET_STATIC_VERTEX_SHADER( customweapon_vs30 );
}
else
{
DECLARE_STATIC_VERTEX_SHADER( customweapon_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( PREVIEW, 0 ); // can't use the preview shader in ps20b
SET_STATIC_VERTEX_SHADER( customweapon_vs20 );
}
// Pixel Shader
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_STATIC_PIXEL_SHADER( customweapon_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( PAINTSTYLE, nPaintStyle );
SET_STATIC_PIXEL_SHADER_COMBO( EXPONENTMODE, bExpMode );
SET_STATIC_PIXEL_SHADER_COMBO( CHEAPMODE, bCheapMode );
SET_STATIC_PIXEL_SHADER_COMBO( PREVIEW, bPreview );
SET_STATIC_PIXEL_SHADER_COMBO( PREVIEWPHONGALBEDOTINT, bPreview && bPreviewPhongAlbedoTint );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGALBEDOFACTORMODE, ( fPhongAlbedoFactor < 1.0f ) );
SET_STATIC_PIXEL_SHADER( customweapon_ps30 );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( customweapon_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( PAINTSTYLE, nPaintStyle );
SET_STATIC_PIXEL_SHADER_COMBO( EXPONENTMODE, bExpMode );
SET_STATIC_PIXEL_SHADER_COMBO( CHEAPMODE, bCheapMode );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGALBEDOFACTORMODE, ( fPhongAlbedoFactor < 1.0f ) );
SET_STATIC_PIXEL_SHADER( customweapon_ps20b );
}
// Textures
if( bAOTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // [sRGB] Ambient Occlusion
}
if( bWearTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Scratches
}
if( bExpTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Exponent
}
if ( bBaseTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // [sRGB] Base
}
if( bMasksTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Masks
}
if( bGrungeTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // [sRGB] Grunge
}
if( bSurfaceTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Obj-space normal and cavity
}
if( bPosTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // High-precision Position
}
if( bPaintTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Paint
}
pShaderShadow->EnableAlphaWrites( true );
bool bSRGBWrite = ( bPreview || !bExpMode );
pShaderShadow->EnableSRGBWrite( bSRGBWrite );
if ( bPreview )
{
pShader->PI_BeginCommandBuffer();
pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
pShader->PI_EndCommandBuffer();
}
}
if ( pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) )
{
if ( !pContextData ) // make sure allocated
{
pContextData = new CCustomWeapon_DX9_Context;
*pContextDataPtr = pContextData;
}
pContextData->m_bMaterialVarsChanged = false;
pContextData->m_SemiStaticCmdsOut.Reset();
///////////////////////////
// Semi-static block
///////////////////////////
// VS Constants
if ( IS_PARAM_DEFINED( info.m_nPatternTextureTransform ) )
{
if ( params[info.m_nPreviewIgnoreWeaponScale]->GetIntValue() == 1 )
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nPatternTextureTransform );
else
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nPatternTextureTransform, info.m_nPreviewWeaponUVScale );
}
else
{
if ( params[info.m_nPreviewIgnoreWeaponScale]->GetIntValue() == 1 )
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nPatternTextureTransform );
else
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform, info.m_nPreviewWeaponUVScale );
}
if ( IS_PARAM_DEFINED( info.m_nWearTextureTransform ) )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nWearTextureTransform );
}
else
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform );
}
if ( IS_PARAM_DEFINED( info.m_nGrungeTextureTransform ) )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nGrungeTextureTransform );
}
else
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBaseTextureTransform );
}
// PS Constants
// AO
if( bAOTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nAOTexture, -1 );
}
// Scratches
if( bWearTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nWearTexture, -1 );
}
// Exponent
if( bExpTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nExpTexture, -1 );
}
// Base
if ( bBaseTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, -1 );
}
// Masks
if( bMasksTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, info.m_nMasksTexture, -1 );
}
//Grunge
if( bGrungeTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nGrungeTexture, -1 );
}
// Object Space Normals
if( bSurfaceTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, info.m_nSurfaceTexture, -1 );
}
// Object Space Position
if( bPosTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, info.m_nPosTexture, -1 );
}
// Paint pattern
if( bPaintTexture )
{
if ( ( nPaintStyle == 7 ) || ( nPaintStyle == 8 ) || ( nPaintStyle == 9 ) )
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nPaintTexture, -1 );
else
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, TEXTURE_BINDFLAGS_NONE, info.m_nPaintTexture, -1 );
}
if ( bPreview )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
}
float fvCamoConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
float fvCamo3[3] = { 0.0f, 0.0f, 0.0f };
params[info.m_nCamoColor3]->GetVecValue( fvCamo3, 3 );
if ( bPreview )
{
fvCamo3[0] /= 255.0;
fvCamo3[1] /= 255.0;
fvCamo3[2] /= 255.0;
}
fvCamo3[0] = SrgbGammaToLinear( fvCamo3[0] );
fvCamo3[1] = SrgbGammaToLinear( fvCamo3[1] );
fvCamo3[2] = SrgbGammaToLinear( fvCamo3[2] );
params[info.m_nCamoColor0]->GetVecValue( fvCamoConst, 3 );
if ( bPreview )
{
fvCamoConst[0] /= 255.0;
fvCamoConst[1] /= 255.0;
fvCamoConst[2] /= 255.0;
}
fvCamoConst[0] = SrgbGammaToLinear( fvCamoConst[0] );
fvCamoConst[1] = SrgbGammaToLinear( fvCamoConst[1] );
fvCamoConst[2] = SrgbGammaToLinear( fvCamoConst[2] );
fvCamoConst[3] = fvCamo3[0];
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 0, fvCamoConst, 1 );
params[info.m_nCamoColor1]->GetVecValue( fvCamoConst, 3 );
if ( bPreview )
{
fvCamoConst[0] /= 255.0;
fvCamoConst[1] /= 255.0;
fvCamoConst[2] /= 255.0;
}
fvCamoConst[0] = SrgbGammaToLinear( fvCamoConst[0] );
fvCamoConst[1] = SrgbGammaToLinear( fvCamoConst[1] );
fvCamoConst[2] = SrgbGammaToLinear( fvCamoConst[2] );
fvCamoConst[3] = fvCamo3[1];
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, fvCamoConst, 1 );
params[info.m_nCamoColor2]->GetVecValue( fvCamoConst, 3 );
if ( bPreview )
{
fvCamoConst[0] /= 255.0;
fvCamoConst[1] /= 255.0;
fvCamoConst[2] /= 255.0;
}
fvCamoConst[0] = SrgbGammaToLinear( fvCamoConst[0] );
fvCamoConst[1] = SrgbGammaToLinear( fvCamoConst[1] );
fvCamoConst[2] = SrgbGammaToLinear( fvCamoConst[2] );
fvCamoConst[3] = fvCamo3[2];
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, fvCamoConst, 1 );
float fvPhongFactors[4] = { kDefaultPhongAlbedoFactor, kDefaultPhongExponent, kDefaultPhongIntensity, 0 };
fvPhongFactors[0] = ( fPhongAlbedoFactor > 1 ) ? 1.0/fPhongAlbedoFactor : fPhongAlbedoFactor;
fvPhongFactors[1] = params[info.m_nPhongExponent]->GetFloatValue();
if ( bPreview )
fvPhongFactors[1] /= 255.0;
fvPhongFactors[2] = params[info.m_nPhongIntensity]->GetFloatValue();
if ( bPreview )
{
float fPhongBoost = params[info.m_nPreviewPhongBoost]->GetFloatValue();
if ( ( nPaintStyle == 1 ) || ( nPaintStyle == 2 ) || ( nPaintStyle == 3 ) || ( nPaintStyle == 7 ) || ( nPaintStyle == 8 ) )
{
fvPhongFactors[2] = ( fPhongBoost < 0 ) ? fvPhongFactors[2] : fvPhongFactors[2] / fPhongBoost;
}
}
fvPhongFactors[3] = params[info.m_nWearProgress]->GetFloatValue();
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 3, fvPhongFactors, 1 );
if ( ( nPaintStyle == 3 ) || ( nPaintStyle == 6 ) )
{
if ( IS_PARAM_DEFINED( info.m_nPatternTextureTransform ) )
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderTextureTransform( 10, info.m_nPatternTextureTransform );
}
else
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderTextureTransform( 10, info.m_nBaseTextureTransform );
}
}
if ( bPreview )
{
float fvPhongConst[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
params[info.m_nPreviewPhongFresnelRanges]->GetVecValue( fvPhongConst, 3 );
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 13, fvPhongConst, 1 );
float fOrigPhongAlbedoBoost, fOrigPhongBoost, fPaintPhongAlbedoBoost;
fOrigPhongAlbedoBoost = params[info.m_nPhongAlbedoBoost]->GetFloatValue();
fOrigPhongBoost = params[info.m_nPreviewPhongBoost]->GetFloatValue();
fPaintPhongAlbedoBoost = params[info.m_nPreviewPaintPhongAlbedoBoost]->GetFloatValue();
float fPhongAlbedoBoost = ( fOrigPhongAlbedoBoost < 0 ) ? ( ( fOrigPhongBoost < 0 ) ? 1.0f : fOrigPhongBoost ) : fOrigPhongAlbedoBoost;
fPhongAlbedoBoost = ( fPhongAlbedoBoost > fPaintPhongAlbedoBoost ) ? fPhongAlbedoBoost : fPaintPhongAlbedoBoost;
float fvPreviewPhongBoosts[4] = { 1.0f, 1.0f, 1.0f, 1.0f };;
fvPreviewPhongBoosts[0] = fPhongAlbedoBoost;
fvPreviewPhongBoosts[1] = ( fOrigPhongBoost > 0 ) ? fOrigPhongBoost : 1.0f;
float flWeaponObjScale = ( params[info.m_nPreviewIgnoreWeaponScale]->GetIntValue() == 1 ) ? 1.0f : params[info.m_nPreviewWeaponObjScale]->GetFloatValue();
fvPreviewPhongBoosts[2] = flWeaponObjScale;
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 14, fvPreviewPhongBoosts, 1 );
}
pContextData->m_SemiStaticCmdsOut.End();
}
}
if ( pShaderAPI ) //DYNAMIC_STATE
{
if ( IsPC() && pShaderAPI->InFlashlightMode() )
{
// Don't draw anything for the flashlight pass
pShader->Draw( false );
return;
}
#ifdef _PS3
CCommandBufferBuilder< CDynamicCommandStorageBuffer > DynamicCmdsOut;
ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_SemiStaticCmdsOut.Base() );
#else
CCommandBufferBuilder< CFixedCommandStorageBuffer< 400 > > DynamicCmdsOut;
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
#endif
///////////////////////////
// dynamic block
///////////////////////////
int numBones = ShaderApiFast( pShaderAPI )->GetCurrentNumBones();
LightState_t lightState = { 0, false, false };
ShaderApiFast( pShaderAPI )->GetDX9LightState( &lightState );
// VERTEX SHADER SETUP
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_DYNAMIC_VERTEX_SHADER( customweapon_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0 ) );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bPreview ? lightState.m_nNumLights : 0 );
SET_DYNAMIC_VERTEX_SHADER( customweapon_vs30 );
}
else
{
DECLARE_DYNAMIC_VERTEX_SHADER( customweapon_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0 ) );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bPreview ? lightState.m_nNumLights : 0 );
SET_DYNAMIC_VERTEX_SHADER( customweapon_vs20 );
}
// VS constants
// PIXEL SHADER SETUP
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( customweapon_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, bPreview ? lightState.m_nNumLights : 0 );
SET_DYNAMIC_PIXEL_SHADER( customweapon_ps30 );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( customweapon_ps20b );
SET_DYNAMIC_PIXEL_SHADER( customweapon_ps20b );
}
if ( bPreview )
{
float vEyePos[4] = { 0, 0, 0, 0 };
ShaderApiFast( pShaderAPI )->GetWorldSpaceCameraPosition( vEyePos );
DynamicCmdsOut.SetPixelShaderConstant( 12, vEyePos, 1 );
}
DynamicCmdsOut.End();
// end dynamic block
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
}
pShader->Draw();
}