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153 lines
5.7 KiB
153 lines
5.7 KiB
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "proto_ice_helper.h"
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#include "convar.h"
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// Auto generated inc files
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#include "proto_ice_vs20.inc"
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#include "proto_ice_ps20b.inc"
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void InitParamsProtoIce( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ProtoIceVars_t &info )
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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_NEEDS_TANGENT_SPACES );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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// Set material parameter default values
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if ( ( info.m_nBaseTextureFrame != -1 ) && !params[info.m_nBaseTextureFrame]->IsDefined() )
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{
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params[ info.m_nBaseTextureFrame ]->SetIntValue( 0 );
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}
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if ( ( info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() )
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{
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params[ info.m_nBumpFrame ]->SetIntValue( 0 );
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}
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if ( ( info.m_nSsBump != -1 ) && !params[ info.m_nSsBump ]->IsDefined() )
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{
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params[ info.m_nSsBump ]->SetIntValue( 0 );
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}
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}
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void InitProtoIce( CBaseVSShader *pShader, IMaterialVar** params, ProtoIceVars_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 );
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}
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBumpmap );
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}
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}
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void DrawProtoIce( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, ProtoIceVars_t &info, VertexCompressionType_t vertexCompression )
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{
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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 | VERTEX_FORMAT_COMPRESSED;
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bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
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bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
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if ( bHasVertexColor || bHasVertexAlpha )
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flags |= VERTEX_COLOR;
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bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && g_pConfig->UseBumpmapping();
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bool hasSSBump = hasBump && (info.m_nSsBump != -1) && ( params[ info.m_nSsBump ]->GetIntValue() );
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int combo_BUMPMAP = hasSSBump ? 2 : hasBump;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
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// Vertex Shader
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DECLARE_STATIC_VERTEX_SHADER( proto_ice_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha );
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SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow );
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SET_STATIC_VERTEX_SHADER( proto_ice_vs20 );
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// Pixel Shader
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DECLARE_STATIC_PIXEL_SHADER( proto_ice_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, combo_BUMPMAP );
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SET_STATIC_PIXEL_SHADER( proto_ice_ps20b );
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Color texture
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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 ); // Not sRGB
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pShaderShadow->EnableSRGBWrite( true );
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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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// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
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//pShaderShadow->EnableDepthWrites( true );
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pShader->PI_BeginCommandBuffer();
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pShader->PI_SetPixelShaderAmbientLightCube( 3 );
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pShader->PI_SetPixelShaderLocalLighting( 9 );
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pShader->PI_SetVertexShaderAmbientLightCube();
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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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LightState_t lightState = { 0, false, false };
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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// Set Vertex Shader Combos
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DECLARE_DYNAMIC_VERTEX_SHADER( proto_ice_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( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
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SET_DYNAMIC_VERTEX_SHADER( proto_ice_vs20 );
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// Set Vertex Shader Constants
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pShaderAPI->GetDX9LightState( &lightState );
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// Set Pixel Shader Combos
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DECLARE_DYNAMIC_PIXEL_SHADER( proto_ice_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
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SET_DYNAMIC_PIXEL_SHADER( proto_ice_ps20b );
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// Bind textures
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pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, info.m_nBaseTextureFrame );
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bool bBumpMapping = ( ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ) ? false : true;
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if ( bBumpMapping )
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{
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pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame );
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}
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// Set c0 and c1 to contain first two rows of ViewProj matrix
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VMatrix mView, mProj;
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pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
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VMatrix mViewProj = mView * mProj;
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mViewProj = mViewProj.Transpose3x3();
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pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
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// Camera pos
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float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
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pShaderAPI->SetPixelShaderConstant( 2, vEyePos, 1 );
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}
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pShader->Draw();
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}
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