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166 lines
5.1 KiB
166 lines
5.1 KiB
//===== Copyright © 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 "projected_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 "projected_vs20.inc"
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#include "projected_vs30.inc"
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#include "projected_ps20.inc"
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#include "projected_ps20b.inc"
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#include "projected_ps30.inc"
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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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void InitParamsProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Projected_DX9_Vars_t &info )
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{
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}
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void InitProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, Projected_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 );
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}
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}
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void DrawProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, Projected_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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SHADOW_STATE
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{
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pShader->SetInitialShadowState( );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Always SRGB read on base map 1
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBWrite( true );
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unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, 0 );
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_STATIC_VERTEX_SHADER( projected_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
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SET_STATIC_VERTEX_SHADER( projected_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( projected_ps20b );
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SET_STATIC_PIXEL_SHADER( projected_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( projected_ps20 );
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SET_STATIC_PIXEL_SHADER( projected_ps20 );
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}
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}
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#ifndef _X360
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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( projected_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
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SET_STATIC_VERTEX_SHADER( projected_vs30 );
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// Bind ps_2_b shader so we can get Phong terms
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DECLARE_STATIC_PIXEL_SHADER( projected_ps30 );
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SET_STATIC_PIXEL_SHADER( projected_ps30 );
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}
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#endif
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pShader->DefaultFog();
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
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pShaderShadow->EnableBlending( true );
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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_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture ); // Base Map 1
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LightState_t lightState = {0, false, false};
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pShaderAPI->GetDX9LightState( &lightState );
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#ifndef _X360
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if ( !g_pHardwareConfig->HasFastVertexTextures() )
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#endif
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( projected_vs20 );
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SET_DYNAMIC_VERTEX_SHADER( projected_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( projected_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( projected_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( projected_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( projected_ps20 );
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}
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}
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#ifndef _X360
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else
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( projected_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( projected_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( projected_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( projected_ps30 );
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}
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#endif
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nBaseTextureTransform );
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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VMatrix worldToTexture;
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FlashlightState_t state = pShaderAPI->GetFlashlightState( worldToTexture );
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Vector4D vLightDir;
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vLightDir.AsVector3D() = state.m_vecLightOrigin;
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vLightDir.Base() );
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Vector4D vProjectionSize( state.m_flProjectionSize, state.m_flProjectionRotation, 0.0f, 0.0f );
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vProjectionSize.Base() );
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_COLOR, &state.m_Color[ 0 ], 1 );
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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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}
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pShader->Draw();
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}
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