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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "BaseVSShader.h"
#include "commandbuilder.h"
#include "pyro_vision_ps20.inc"
#include "pyro_vision_ps20b.inc"
#include "pyro_vision_vs20.inc"
#include "pyro_vision_ps30.inc"
#include "pyro_vision_vs30.inc"
#include "../materialsystem_global.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_visualize_dof( "mat_visualize_dof", "0", FCVAR_CHEAT );
class CPyroVision_DX9_Context : public CBasePerMaterialContextData { public: uint8 *m_pStaticCmds; CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut;
void ResetStaticCmds( void ) { if ( m_pStaticCmds ) { delete[] m_pStaticCmds; m_pStaticCmds = NULL; } }
CPyroVision_DX9_Context( void ) { m_pStaticCmds = NULL; }
~CPyroVision_DX9_Context( void ) { ResetStaticCmds(); }
};
static const float kDefaultStripeScale[ 3 ] = { 0.002f, 0.002f, 0.2f }; static const float kDefaultStripeFadeNormal1[ 3 ] = { 0.0f, 0.0f, 1.0f }; static const float kDefaultStripeFadeNormal2[ 3 ] = { 0.0f, 0.0f, 0.0f }; static const float kDefaultStripeColor[ 3 ] = { 0.0f, 1.0f, 1.0f }; static const float kDefaultSelfIllumTint[ 3 ] = { 1.0f, 1.0f, 1.0f }; static const float kDefaultGrayStep[ 2 ] = { 0.0f, 1.0f };
BEGIN_VS_SHADER( pyro_vision, "Help for pyro vision" ) BEGIN_SHADER_PARAMS SHADER_PARAM( EFFECT, SHADER_PARAM_TYPE_INTEGER, "0.0", "" )
SHADER_PARAM( VERTEX_LIT, SHADER_PARAM_TYPE_INTEGER, "0.0", "" ) SHADER_PARAM( FULLBRIGHT, SHADER_PARAM_TYPE_INTEGER, "0.0", "" ) SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" ) SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" )
SHADER_PARAM( STRIPETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( STRIPE_SCALE, SHADER_PARAM_TYPE_VEC3, "[ 0.002 0.002 0.2 ]", "" ) SHADER_PARAM( STRIPE_FADE_NORMAL1, SHADER_PARAM_TYPE_VEC3, "[ 0.0 0.0 1.0 ]", "" ) SHADER_PARAM( STRIPE_FADE_NORMAL2, SHADER_PARAM_TYPE_VEC3, "[ 0.0 0.0 0.0 ]", "" ) SHADER_PARAM( STRIPE_COLOR, SHADER_PARAM_TYPE_VEC3, "[ 0.0 0.0 0.0 ]", "" ) SHADER_PARAM( STRIPE_LM_SCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
// EFFECT 0
SHADER_PARAM( BASE_STEP_RANGE, SHADER_PARAM_TYPE_VEC2, "[ 0.0 1.0 ]", "" ) SHADER_PARAM( LIGHTMAP_STEP_RANGE, SHADER_PARAM_TYPE_VEC2, "[ 0.0 1.0 ]", "" ) SHADER_PARAM( CANVAS, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( CANVAS_SCALE, SHADER_PARAM_TYPE_VEC3, "[ 0.002 0.002 0.2 ]", "" ) SHADER_PARAM( CANVAS_STEP_RANGE, SHADER_PARAM_TYPE_VEC2, "[ 0.0 1.0 ]", "" ) SHADER_PARAM( CANVAS_COLOR_START, SHADER_PARAM_TYPE_VEC3, "[ 0.0 0.0 0.0 ]", "" ) SHADER_PARAM( CANVAS_COLOR_END, SHADER_PARAM_TYPE_VEC3, "[ 0.0 0.0 0.0 ]", "" )
// EFFECT 1
SHADER_PARAM( DIFFUSE_BASE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( DIFFUSE_WHITE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( GRAY_POWER, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( GRAY_STEP, SHADER_PARAM_TYPE_VEC2, "[ 0.0 1.0 ]", "" ) SHADER_PARAM( LIGHTMAP_GRADIENTS, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( COLORBAR, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[ 1.0 1.0 1.0 ]", "Self-illumination tint" ) // EFFECT 2 Depth of Field
SHADER_PARAM( DOF_START_DISTANCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( DOF_POWER, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( DOF_MAX, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
// EFFECT 3 Pyro Post
SHADER_PARAM( WARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( NOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( VIGNETTE_TEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( VIGNETTE_TILE, SHADER_PARAM_TYPE_TEXTURE, "", "" ) SHADER_PARAM( NOISE_SCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( TIME_SCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( HEAT_HAZE_SCALE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_PARAM_INT_IF_NOT_DEFINED( EFFECT, 0 ); SET_PARAM_INT_IF_NOT_DEFINED( VERTEX_LIT, 0 ); SET_PARAM_INT_IF_NOT_DEFINED( FULLBRIGHT, 0 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( ALPHATESTREFERENCE, 0.0f );
SET_PARAM_STRING_IF_NOT_DEFINED( BLENDMASKTRANSFORM, "center .5 .5 scale 1 1 rotate 0 translate 0 0" );
SET_PARAM_VEC_IF_NOT_DEFINED( STRIPE_SCALE, kDefaultStripeScale, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( STRIPE_FADE_NORMAL1, kDefaultStripeFadeNormal1, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( STRIPE_FADE_NORMAL2, kDefaultStripeFadeNormal2, 3 ); SET_PARAM_VEC_IF_NOT_DEFINED( STRIPE_COLOR, kDefaultStripeColor, 3 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( STRIPE_LM_SCALE, 0.0f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( DIFFUSE_BASE, 0.0f ); SET_PARAM_FLOAT_IF_NOT_DEFINED( DIFFUSE_WHITE, 0.0f ); SET_PARAM_FLOAT_IF_NOT_DEFINED( GRAY_POWER, 1.0f ); SET_PARAM_VEC_IF_NOT_DEFINED( GRAY_STEP, kDefaultGrayStep, 2 ); SET_PARAM_FLOAT_IF_NOT_DEFINED( LIGHTMAP_GRADIENTS, 255.0f ); SET_PARAM_VEC_IF_NOT_DEFINED( SELFILLUMTINT, kDefaultSelfIllumTint, 3 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( DOF_START_DISTANCE, 0.1f ); SET_PARAM_FLOAT_IF_NOT_DEFINED( DOF_POWER, 0.4f ); SET_PARAM_FLOAT_IF_NOT_DEFINED( DOF_MAX, 0.7f );
SET_PARAM_FLOAT_IF_NOT_DEFINED( NOISE_SCALE, 0.2f ); SET_PARAM_FLOAT_IF_NOT_DEFINED( TIME_SCALE, 0.02f ); SET_PARAM_FLOAT_IF_NOT_DEFINED( HEAT_HAZE_SCALE, 0.2f );
bool bVertexLit = params[ VERTEX_LIT ]->GetIntValue() != 0;
if ( bVertexLit ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); } SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
if ( params[ CANVAS ]->IsDefined() ) { LoadTexture( CANVAS, TEXTUREFLAGS_SRGB ); }
if ( params[ COLORBAR ]->IsDefined() ) { LoadTexture( COLORBAR, TEXTUREFLAGS_SRGB ); }
if ( params[ BASETEXTURE2 ]->IsDefined() ) { LoadTexture( BASETEXTURE2, TEXTUREFLAGS_SRGB ); }
if ( params[ BLENDMODULATETEXTURE ]->IsDefined() ) { LoadTexture( BLENDMODULATETEXTURE ); }
if ( params[ STRIPETEXTURE ]->IsDefined() ) { LoadTexture( STRIPETEXTURE, TEXTUREFLAGS_SRGB ); }
if ( params[ WARPTEXTURE ]->IsDefined() ) { LoadTexture( WARPTEXTURE ); }
if ( params[ NOISETEXTURE ]->IsDefined() ) { LoadTexture( NOISETEXTURE ); }
if ( params[ VIGNETTE_TEXTURE ]->IsDefined() ) { LoadTexture( VIGNETTE_TEXTURE ); }
if ( params[ VIGNETTE_TILE ]->IsDefined() ) { LoadTexture( VIGNETTE_TILE, TEXTUREFLAGS_SRGB ); } }
SHADER_DRAW { CPyroVision_DX9_Context *pContextData = reinterpret_cast< CPyroVision_DX9_Context *> ( *pContextDataPtr ); bool bNeedRegenStaticCmds = ( !pContextData ) || pShaderShadow; bool bVertexLit = params[ VERTEX_LIT ]->GetIntValue() != 0; bool bFullBright = params[ FULLBRIGHT ]->GetIntValue() != 0; bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool bHasBaseTexture2 = ( params[ BASETEXTURE2 ]->IsDefined() ) && ( params[ BASETEXTURE2 ]->IsTexture() ); bool bHasBlendModulateTexture = bHasBaseTexture2 && ( params[ BLENDMODULATETEXTURE ]->IsDefined() ) && ( params[ BLENDMODULATETEXTURE ]->IsTexture() ); bool bHasHeatHaze = ( params[ WARPTEXTURE ]->IsDefined() ) && ( params[ WARPTEXTURE ]->IsTexture() ); int nEffect = params[ EFFECT ]->GetIntValue(); bool bSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool bVisualizeDoF = mat_visualize_dof.GetBool(); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bFullyOpaque = !bIsAlphaTested; bool bHasColorbar = ( params[ COLORBAR ]->IsDefined() ) && ( params[ COLORBAR ]->IsTexture() ); bool bHasStripes = ( params[ STRIPETEXTURE ]->IsDefined() ) && ( params[ STRIPETEXTURE ]->IsTexture() ); bool bHasStripesNormal2 = false; if ( bHasStripes ) { Vector vNormal2;
params[ STRIPE_FADE_NORMAL2 ]->GetVecValue( vNormal2.Base(), 3 );
if ( vNormal2.LengthSqr() > 0.5f ) { bHasStripesNormal2 = true; } }
if ( !pContextData ) // make sure allocated
{ pContextData = new CPyroVision_DX9_Context; *pContextDataPtr = pContextData; }
if ( nEffect == 3 ) { static ConVarRef pyro_vignette_distortion( "pyro_vignette_distortion" );
bHasHeatHaze &= pyro_vignette_distortion.GetBool(); }
if ( pShaderShadow || bNeedRegenStaticCmds ) { pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
Vector4D vParms(0, 0, 0, 0);
params[ STRIPE_SCALE ]->GetVecValue( &vParms.x, 3 ); staticCmdsBuf.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vParms.Base() );
staticCmdsBuf.BindTexture( this, SHADER_SAMPLER0, BASETEXTURE, -1 ); staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( bHasBlendModulateTexture ) { staticCmdsBuf.BindTexture( this, SHADER_SAMPLER3, BLENDMODULATETEXTURE, -1 ); staticCmdsBuf.BindTexture( this, SHADER_SAMPLER4, BASETEXTURE2, -1 ); }
if ( bHasStripes ) { staticCmdsBuf.BindTexture( this, SHADER_SAMPLER5, STRIPETEXTURE, -1 ); params[ STRIPE_COLOR ]->GetVecValue( &vParms.x, 3 ); vParms.w = params[ STRIPE_LM_SCALE ]->GetFloatValue(); staticCmdsBuf.SetPixelShaderConstant( 5, vParms.Base() );
params[ STRIPE_FADE_NORMAL1 ]->GetVecValue( &vParms.x, 3 ); staticCmdsBuf.SetPixelShaderConstant( 6, vParms.Base() );
if ( bHasStripesNormal2 ) { params[ STRIPE_FADE_NORMAL2 ]->GetVecValue( &vParms.x, 3 ); staticCmdsBuf.SetPixelShaderConstant( 7, vParms.Base() ); } }
switch( nEffect ) { case 0: { params[ CANVAS_SCALE ]->GetVecValue( &vParms.x, 3 ); staticCmdsBuf.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vParms.Base() );
staticCmdsBuf.BindTexture( this, SHADER_SAMPLER2, CANVAS, -1 );
params[ BASE_STEP_RANGE ]->GetVecValue( &vParms.x, 2 ); params[ LIGHTMAP_STEP_RANGE ]->GetVecValue( &vParms.z, 2 ); staticCmdsBuf.SetPixelShaderConstant( 0, vParms.Base() );
params[ CANVAS_STEP_RANGE ]->GetVecValue( &vParms.x, 2 ); staticCmdsBuf.SetPixelShaderConstant( 2, vParms.Base() );
params[ CANVAS_COLOR_START ]->GetVecValue( &vParms.x, 3 ); staticCmdsBuf.SetPixelShaderConstant( 3, vParms.Base() );
params[ CANVAS_COLOR_END ]->GetVecValue( &vParms.x, 3 ); staticCmdsBuf.SetPixelShaderConstant( 4, vParms.Base() ); } break;
case 1: { if ( bHasColorbar ) { staticCmdsBuf.BindTexture( this, SHADER_SAMPLER2, COLORBAR, -1 ); }
vParms.x = params[ GRAY_POWER ]->GetFloatValue(); params[ GRAY_STEP ]->GetVecValue( &vParms.y, 2 ); vParms.w = params[ LIGHTMAP_GRADIENTS ]->GetFloatValue(); staticCmdsBuf.SetPixelShaderConstant( 0, vParms.Base() );
vParms[ 0 ] = params[ DIFFUSE_BASE ]->GetFloatValue(); params[ SELFILLUMTINT ]->GetVecValue( &vParms[ 1 ], 3 ); staticCmdsBuf.SetPixelShaderConstant( 2, vParms.Base() ); } break;
case 2: { staticCmdsBuf.BindTexture( this, SHADER_SAMPLER4, BASETEXTURE2, -1 );
vParms.x = params[ DOF_START_DISTANCE ]->GetFloatValue(); vParms.y = params[ DOF_POWER ]->GetFloatValue(); vParms.z = params[ DOF_MAX ]->GetFloatValue(); vParms.w = 0.0f; staticCmdsBuf.SetPixelShaderConstant( 0, vParms.Base() ); } break;
case 3: { staticCmdsBuf.BindTexture( this, SHADER_SAMPLER3, NOISETEXTURE, -1 ); staticCmdsBuf.BindTexture( this, SHADER_SAMPLER4, WARPTEXTURE, -1 ); staticCmdsBuf.BindTexture( this, SHADER_SAMPLER5, VIGNETTE_TEXTURE, -1 ); staticCmdsBuf.BindTexture( this, SHADER_SAMPLER6, VIGNETTE_TILE, -1 );
vParms.x = params[ NOISE_SCALE ]->GetFloatValue(); vParms.y = params[ TIME_SCALE ]->GetFloatValue(); vParms.z = params[ HEAT_HAZE_SCALE ]->GetFloatValue(); vParms.w = 0.0f; staticCmdsBuf.SetPixelShaderConstant( 0, vParms.Base() ); } break; }
staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); staticCmdsBuf.SetPixelShaderFogParams( 11 ); staticCmdsBuf.End();
// now, copy buf
pContextData->m_pStaticCmds = new uint8[ staticCmdsBuf.Size() ]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); }
if ( pShaderAPI && pContextData->m_bMaterialVarsChanged ) { // need to regenerate the semistatic cmds
pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false;
if ( bHasBlendModulateTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, BLENDMASKTRANSFORM ); }
Vector4D vParms;
// vParms.x = pShaderAPI->LinearToGamma_HardwareSpecific( 1.0f );
switch( nEffect ) { case 0: { // set up shader modulation color
vParms[ 0 ] = vParms[ 1 ] = vParms[ 2] = vParms[ 3 ] = 1.0f; ComputeModulationColor( vParms.Base() ); float flLScale = pShaderAPI->GetLightMapScaleFactor(); vParms[ 0 ] *= flLScale; vParms[ 1 ] *= flLScale; vParms[ 2 ] *= flLScale; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, vParms.Base() ); } break;
case 1: { // set up shader modulation color
vParms[ 0 ] = vParms[ 1 ] = vParms[ 2] = vParms[ 3 ] = 1.0f; ComputeModulationColor( vParms.Base() ); float flLScale = pShaderAPI->GetLightMapScaleFactor(); vParms[ 0 ] *= flLScale; vParms[ 1 ] *= flLScale; vParms[ 2 ] *= flLScale; vParms[ 3 ] = params[ DIFFUSE_WHITE ]->GetFloatValue(); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, vParms.Base() ); } break; }
pContextData->m_SemiStaticCmdsOut.SetAmbientCubeDynamicStateVertexShader(); pContextData->m_SemiStaticCmdsOut.End(); }
SHADOW_STATE { SetInitialShadowState( );
switch( nEffect ) { case 0: case 1: { pShaderShadow->EnableDepthWrites( true ); pShaderShadow->EnableDepthTest( true );
SetDefaultBlendingShadowState( BASETEXTURE ); } break;
case 2: { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } break;
case 3: { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableDepthTest( false );
pShaderShadow->EnableBlending( false ); } break; } // pShaderShadow->BlendOp( SHADER_BLEND_OP_REVSUBTRACT );
// EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); }
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
if ( nEffect == 0 || nEffect == 1 ) { if ( bHasBlendModulateTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); }
if ( bHasStripes ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true ); } }
if ( nEffect == 2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); }
if ( nEffect == 3 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true ); }
pShaderShadow->EnableSRGBWrite( true ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableAlphaTest( bIsAlphaTested );
if ( params[ ALPHATESTREFERENCE ]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ ALPHATESTREFERENCE ]->GetFloatValue() ); }
DefaultFog();
int nFormat = 0; if ( bHasVertexColor ) { nFormat |= VERTEX_COLOR; }
if ( bVertexLit ) { nFormat |= VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( nFormat, 1, 0, 0 ); } else { nFormat |= VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( nFormat, 2, 0, 0 ); }
bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
if ( !g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_STATIC_VERTEX_SHADER( pyro_vision_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( EFFECT, params[ EFFECT ]->GetIntValue() ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEX_LIT, bVertexLit ); SET_STATIC_VERTEX_SHADER_COMBO( FULLBRIGHT, bFullBright ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert ); SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE2, bHasBaseTexture2 ); SET_STATIC_VERTEX_SHADER_COMBO( STRIPES, bHasStripes ); SET_STATIC_VERTEX_SHADER_COMBO( STRIPES_USE_NORMAL2, bHasStripesNormal2 ); SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); SET_STATIC_VERTEX_SHADER( pyro_vision_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( pyro_vision_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( EFFECT, params[ EFFECT ]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEX_LIT, bVertexLit ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, bHasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_BAR, bHasColorbar ); SET_STATIC_PIXEL_SHADER_COMBO( STRIPES, bHasStripes ); SET_STATIC_PIXEL_SHADER_COMBO( STRIPES_USE_NORMAL2, bHasStripesNormal2 ); SET_STATIC_PIXEL_SHADER( pyro_vision_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( pyro_vision_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( EFFECT, params[ EFFECT ]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEX_LIT, bVertexLit ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, bHasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_BAR, bHasColorbar ); SET_STATIC_PIXEL_SHADER_COMBO( STRIPES, bHasStripes ); SET_STATIC_PIXEL_SHADER_COMBO( STRIPES_USE_NORMAL2, bHasStripesNormal2 ); SET_STATIC_PIXEL_SHADER( pyro_vision_ps20 ); } } else { DECLARE_STATIC_VERTEX_SHADER( pyro_vision_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( EFFECT, params[ EFFECT ]->GetIntValue() ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEX_LIT, bVertexLit ); SET_STATIC_VERTEX_SHADER_COMBO( FULLBRIGHT, bFullBright ); SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert ); SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE2, bHasBaseTexture2 ); SET_STATIC_VERTEX_SHADER_COMBO( STRIPES, bHasStripes ); SET_STATIC_VERTEX_SHADER_COMBO( STRIPES_USE_NORMAL2, bHasStripesNormal2 ); SET_STATIC_VERTEX_SHADER( pyro_vision_vs30 );
DECLARE_STATIC_PIXEL_SHADER( pyro_vision_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( EFFECT, params[ EFFECT ]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEX_LIT, bVertexLit ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, bHasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( COLOR_BAR, bHasColorbar ); SET_STATIC_PIXEL_SHADER_COMBO( STRIPES, bHasStripes ); SET_STATIC_PIXEL_SHADER_COMBO( STRIPES_USE_NORMAL2, bHasStripesNormal2 ); SET_STATIC_PIXEL_SHADER( pyro_vision_ps30 ); } }
DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
pShaderAPI->SetDefaultState();
bool bWriteDepthToAlpha; if( bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha
bWriteDepthToAlpha = false; }
Vector4D vParms;
vParms.x = bWriteDepthToAlpha ? 1.0f : 0.0f; vParms.y = pShaderAPI->CurrentTime(); vParms.z = 0.0f; vParms.w = 0.0f;
DynamicCmdsOut.SetPixelShaderConstant( 12, vParms.Base() );
int numBones = pShaderAPI->GetCurrentNumBones(); LightState_t lightState = { 0, false, false }; if ( bVertexLit && !bFullBright ) { pShaderAPI->GetDX9LightState( &lightState ); }
if ( !g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_DYNAMIC_VERTEX_SHADER( pyro_vision_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( pyro_vision_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( pyro_vision_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( VISUALIZE_DOF, bVisualizeDoF ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HEATHAZE, bHasHeatHaze ); SET_DYNAMIC_PIXEL_SHADER( pyro_vision_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( pyro_vision_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( VISUALIZE_DOF, bVisualizeDoF ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HEATHAZE, bHasHeatHaze ); SET_DYNAMIC_PIXEL_SHADER( pyro_vision_ps20 ); } } else { DECLARE_DYNAMIC_VERTEX_SHADER( pyro_vision_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER( pyro_vision_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( pyro_vision_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( VISUALIZE_DOF, bVisualizeDoF ); SET_DYNAMIC_PIXEL_SHADER_COMBO( HEATHAZE, bHasHeatHaze ); SET_DYNAMIC_PIXEL_SHADER( pyro_vision_ps30 ); }
DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } Draw(); } END_SHADER
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