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636 lines
23 KiB
636 lines
23 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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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "vertexlitgeneric_dx9_helper.h"
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#include "vortwarp_vs20.inc"
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#include "vortwarp_ps20.inc"
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#include "vortwarp_ps20b.inc"
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#include "convar.h"
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#ifndef _X360
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#include "vortwarp_vs30.inc"
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#include "vortwarp_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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DEFINE_FALLBACK_SHADER( VortWarp, VortWarp_dx9 )
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struct VortWarp_DX9_Vars_t : public VertexLitGeneric_DX9_Vars_t
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{
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VortWarp_DX9_Vars_t() { memset( this, 0xFF, sizeof(*this) ); }
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int m_nEntityOrigin;
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int m_nWarpParam;
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int m_nFlowMap;
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int m_nSelfIllumMap;
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int m_nUnlit;
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};
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//-----------------------------------------------------------------------------
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// Draws the shader
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//-----------------------------------------------------------------------------
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void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, bool bVertexLitGeneric, bool hasFlashlight, VortWarp_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
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{
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bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
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bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
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bool hasDetailTexture = !hasBump && params[info.m_nDetail]->IsTexture();
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bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
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bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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bool hasSelfIllumInEnvMapMask =
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( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) &&
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( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ;
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bool bHasFlowMap = ( info.m_nFlowMap != -1 ) && params[info.m_nFlowMap]->IsTexture();
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bool bHasSelfIllumMap = ( info.m_nSelfIllumMap != -1 ) && params[info.m_nSelfIllumMap]->IsTexture();
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bool bSRGBReadEnvMap = ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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BlendType_t blendType;
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if ( params[info.m_nBaseTexture]->IsTexture() )
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{
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blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
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}
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else
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{
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blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
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}
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if( pShader->IsSnapshotting() )
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{
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// look at color and alphamod stuff.
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// Unlit generic never uses the flashlight
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bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
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bool hasEnvmapMask = (hasSelfIllumInEnvMapMask || !hasFlashlight) &&
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params[info.m_nEnvmapMask]->IsTexture();
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bool bHasNormal = bVertexLitGeneric || hasEnvmap;
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if( hasFlashlight )
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{
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hasEnvmapMask = false;
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}
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bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
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// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
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}
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if( hasFlashlight )
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
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}
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else
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
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}
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if( bIsAlphaTested )
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{
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// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
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// be the same on both the regular pass and the flashlight pass.
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pShaderShadow->EnableAlphaTest( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
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}
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pShaderShadow->EnableBlending( true );
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pShaderShadow->EnableDepthWrites( false );
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}
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else
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
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}
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else
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{
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pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false );
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}
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}
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unsigned int flags = VERTEX_POSITION;
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int nTexCoordCount = 1; // texcoord0 : base texcoord
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int userDataSize = 0;
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if( bHasNormal )
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{
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flags |= VERTEX_NORMAL;
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}
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if( hasBaseTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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}
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if( hasEnvmap )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, bSRGBReadEnvMap );
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}
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if( hasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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userDataSize = 4; // tangent S
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}
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if( hasDetailTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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}
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if( hasBump )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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userDataSize = 4; // tangent S
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// Normalizing cube map
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
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}
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if( hasEnvmapMask )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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}
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if( hasVertexColor || hasVertexAlpha )
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{
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flags |= VERTEX_COLOR;
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}
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pShaderShadow->EnableSRGBWrite( true );
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if( bHasSelfIllumMap )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
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}
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if( bHasFlowMap )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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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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Assert( hasBump );
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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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bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
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SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow );
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SET_STATIC_VERTEX_SHADER( vortwarp_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
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SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
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SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
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SET_STATIC_PIXEL_SHADER( vortwarp_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
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SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
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SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
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SET_STATIC_PIXEL_SHADER( vortwarp_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( vortwarp_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
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SET_STATIC_VERTEX_SHADER( vortwarp_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
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SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
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SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
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SET_STATIC_PIXEL_SHADER( vortwarp_ps30 );
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}
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#endif
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if( hasFlashlight )
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{
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pShader->FogToBlack();
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}
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else
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{
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pShader->DefaultFog();
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}
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if( blendType == BT_BLEND )
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{
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( 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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else
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{
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pShaderShadow->EnableAlphaWrites( true );
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}
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// Lighting constants
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pShader->PI_BeginCommandBuffer();
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if( hasBump )
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{
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pShader->PI_SetPixelShaderAmbientLightCube( 5 );
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pShader->PI_SetPixelShaderLocalLighting( 13 );
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}
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pShader->PI_SetVertexShaderAmbientLightCube();
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if ( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() )
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{
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pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() );
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}
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else
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{
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pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
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}
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pShader->PI_EndCommandBuffer();
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}
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else
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{
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bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
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bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture();
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if( hasBaseTexture )
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{
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pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, info.m_nBaseTextureFrame );
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}
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if( hasEnvmap )
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{
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pShader->BindTexture( SHADER_SAMPLER1, SRGBReadMask( bSRGBReadEnvMap ), info.m_nEnvmap, info.m_nEnvmapFrame );
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}
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if( hasDetailTexture )
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{
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pShader->BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nDetail, info.m_nDetailFrame );
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}
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if( !g_pConfig->m_bFastNoBump )
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{
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if( hasBump )
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{
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pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame );
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}
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}
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else
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{
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if( hasBump )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT );
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}
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}
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if( hasEnvmapMask )
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{
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pShader->BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
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}
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if( hasFlashlight )
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{
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Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
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pShader->BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, 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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SetFlashLightColorFromState( state, pShaderAPI, false );
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}
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// Set up light combo state
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LightState_t lightState = {0, false, false};
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if ( bVertexLitGeneric && !hasFlashlight )
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{
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pShaderAPI->GetDX9LightState( &lightState );
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}
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
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int numBones = pShaderAPI->GetCurrentNumBones();
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Assert( hasBump );
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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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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
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DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 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( vortwarp_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_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_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
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blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
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float warpParam = params[info.m_nWarpParam]->GetFloatValue();
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// float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
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// DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
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SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 );
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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_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
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blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
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float warpParam = params[info.m_nWarpParam]->GetFloatValue();
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// float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
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// DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
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SET_DYNAMIC_PIXEL_SHADER( vortwarp_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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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( vortwarp_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 );
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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_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
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blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
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float warpParam = params[info.m_nWarpParam]->GetFloatValue();
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// float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
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// DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
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SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 );
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}
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#endif
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
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if( hasDetailTexture )
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{
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pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
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Assert( !hasBump );
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}
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if( hasBump )
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{
|
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
|
|
Assert( !hasDetailTexture );
|
|
}
|
|
if( hasEnvmapMask )
|
|
{
|
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
|
|
}
|
|
|
|
if( hasEnvmap )
|
|
{
|
|
pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true );
|
|
}
|
|
|
|
pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
|
|
pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );
|
|
|
|
pShader->SetPixelShaderConstant( 4, info.m_nSelfIllumTint );
|
|
if( hasBump )
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
|
|
}
|
|
|
|
if( bHasSelfIllumMap )
|
|
{
|
|
pShader->BindTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, info.m_nSelfIllumMap, -1 );
|
|
}
|
|
|
|
if( bHasFlowMap )
|
|
{
|
|
pShader->BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nFlowMap, -1 );
|
|
}
|
|
|
|
float eyePos[4];
|
|
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
|
|
pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 );
|
|
pShaderAPI->SetPixelShaderFogParams( 21 );
|
|
|
|
// dynamic drawing code that extends vertexlitgeneric
|
|
float curTime = params[info.m_nWarpParam]->GetFloatValue();
|
|
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
|
|
Assert( params[info.m_nEntityOrigin]->IsDefined() );
|
|
params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, timeVec, 1 );
|
|
|
|
curTime = pShaderAPI->CurrentTime();
|
|
timeVec[0] = curTime;
|
|
timeVec[1] = curTime;
|
|
timeVec[2] = curTime;
|
|
timeVec[3] = curTime;
|
|
pShaderAPI->SetPixelShaderConstant( 22, timeVec, 1 );
|
|
|
|
// flashlightfixme: put this in common code.
|
|
if( hasFlashlight )
|
|
{
|
|
VMatrix worldToTexture;
|
|
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
|
|
|
|
// Set the flashlight attenuation factors
|
|
float atten[4];
|
|
atten[0] = flashlightState.m_fConstantAtten;
|
|
atten[1] = flashlightState.m_fLinearAtten;
|
|
atten[2] = flashlightState.m_fQuadraticAtten;
|
|
atten[3] = flashlightState.m_FarZAtten;
|
|
pShaderAPI->SetPixelShaderConstant( 22, atten, 1 );
|
|
|
|
// Set the flashlight origin
|
|
float pos[4];
|
|
pos[0] = flashlightState.m_vecLightOrigin[0];
|
|
pos[1] = flashlightState.m_vecLightOrigin[1];
|
|
pos[2] = flashlightState.m_vecLightOrigin[2];
|
|
pos[3] = flashlightState.m_FarZ; // didn't have this in main. . probably need this?
|
|
pShaderAPI->SetPixelShaderConstant( 23, pos, 1 );
|
|
|
|
pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
|
|
}
|
|
}
|
|
pShader->Draw();
|
|
}
|
|
|
|
|
|
BEGIN_VS_SHADER( VortWarp_DX9,
|
|
"Help for VortWarp_DX9" )
|
|
BEGIN_SHADER_PARAMS
|
|
SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
|
|
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
|
|
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
|
|
SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
|
|
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
|
|
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
|
|
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" )
|
|
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
|
|
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
|
|
SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
|
|
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
|
|
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
|
|
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
|
|
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
|
|
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
|
|
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
|
|
SHADER_PARAM( SELFILLUM_ENVMAPMASK_ALPHA, SHADER_PARAM_TYPE_FLOAT,"0.0","defines that self illum value comes from env map mask alpha" )
|
|
|
|
// Debugging term for visualizing ambient data on its own
|
|
SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" )
|
|
|
|
|
|
// hack hack hack
|
|
|
|
|
|
SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
|
|
SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
|
|
|
|
SHADER_PARAM( FLOWMAP, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" )
|
|
SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
|
|
SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" )
|
|
|
|
SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
|
|
SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" )
|
|
SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" )
|
|
SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
|
|
SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "warp specular term" )
|
|
SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
|
|
SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
|
|
SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" )
|
|
SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" )
|
|
END_SHADER_PARAMS
|
|
|
|
void SetupVars( VortWarp_DX9_Vars_t& info )
|
|
{
|
|
info.m_nBaseTexture = BASETEXTURE;
|
|
info.m_nBaseTextureFrame = FRAME;
|
|
info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
|
|
info.m_nAlbedo = ALBEDO;
|
|
info.m_nSelfIllumTint = SELFILLUMTINT;
|
|
info.m_nDetail = DETAIL;
|
|
info.m_nDetailFrame = DETAILFRAME;
|
|
info.m_nDetailScale = DETAILSCALE;
|
|
info.m_nEnvmap = ENVMAP;
|
|
info.m_nEnvmapFrame = ENVMAPFRAME;
|
|
info.m_nEnvmapMask = ENVMAPMASK;
|
|
info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME;
|
|
info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM;
|
|
info.m_nEnvmapTint = ENVMAPTINT;
|
|
info.m_nBumpmap = BUMPMAP;
|
|
info.m_nBumpFrame = BUMPFRAME;
|
|
info.m_nBumpTransform = BUMPTRANSFORM;
|
|
info.m_nEnvmapContrast = ENVMAPCONTRAST;
|
|
info.m_nEnvmapSaturation = ENVMAPSATURATION;
|
|
info.m_nAlphaTestReference = -1;
|
|
info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
|
|
info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
|
|
info.m_nSelfIllumEnvMapMask_Alpha = SELFILLUM_ENVMAPMASK_ALPHA;
|
|
info.m_nAmbientOnly = AMBIENTONLY;
|
|
info.m_nEntityOrigin = ENTITYORIGIN;
|
|
info.m_nWarpParam = WARPPARAM;
|
|
info.m_nFlowMap = FLOWMAP;
|
|
info.m_nSelfIllumMap = SELFILLUMMAP;
|
|
info.m_nUnlit = UNLIT;
|
|
info.m_nPhongExponent = PHONGEXPONENT;
|
|
info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE;
|
|
info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE;
|
|
info.m_nPhongWarpTexture = PHONGWARPTEXTURE;
|
|
info.m_nPhongBoost = PHONGBOOST;
|
|
info.m_nPhongFresnelRanges = PHONGFRESNELRANGES;
|
|
info.m_nPhong = PHONG;
|
|
|
|
}
|
|
|
|
SHADER_INIT_PARAMS()
|
|
{
|
|
VortWarp_DX9_Vars_t vars;
|
|
if( !params[BUMPMAP]->IsDefined() )
|
|
{
|
|
params[BUMPMAP]->SetStringValue( "dev/flat_normal" );
|
|
}
|
|
SetupVars( vars );
|
|
if( !params[UNLIT]->IsDefined() )
|
|
{
|
|
params[UNLIT]->SetIntValue( 0 );
|
|
}
|
|
if( !params[SELFILLUMTINT]->IsDefined() )
|
|
{
|
|
params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
|
|
}
|
|
InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars );
|
|
}
|
|
|
|
SHADER_FALLBACK
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
SHADER_INIT
|
|
{
|
|
VortWarp_DX9_Vars_t vars;
|
|
SetupVars( vars );
|
|
InitVertexLitGeneric_DX9( this, params, true, vars );
|
|
if( params[FLOWMAP]->IsDefined() )
|
|
{
|
|
LoadTexture( FLOWMAP );
|
|
}
|
|
if( params[SELFILLUMMAP]->IsDefined() )
|
|
{
|
|
LoadTexture( SELFILLUMMAP );
|
|
}
|
|
}
|
|
|
|
SHADER_DRAW
|
|
{
|
|
VortWarp_DX9_Vars_t vars;
|
|
SetupVars( vars );
|
|
// UGH!!! FIXME!!!!! Should fix VertexlitGeneric_dx9_helper so that you
|
|
// can override the vertex shader/pixel shader used (along with the combo vars).
|
|
bool bHasFlashlight = UsingFlashlight( params );
|
|
if ( bHasFlashlight && IsX360() )
|
|
{
|
|
DrawVortWarp_DX9( this, params, pShaderAPI, pShaderShadow, true, false, vars, vertexCompression );
|
|
SHADOW_STATE
|
|
{
|
|
SetInitialShadowState();
|
|
}
|
|
}
|
|
DrawVortWarp_DX9( this, params, pShaderAPI, pShaderShadow, true, bHasFlashlight, vars, vertexCompression );
|
|
}
|
|
END_SHADER
|