Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $NoKeywords: $
  6. //===========================================================================//
  7. #include "BaseVSShader.h"
  8. #include "cloak_dx9_helper.h"
  9. #include "../shaderapidx9/locald3dtypes.h"
  10. #include "convar.h"
  11. #include "cpp_shader_constant_register_map.h"
  12. #include "cloak_vs20.inc"
  13. #include "cloak_ps20.inc"
  14. #include "cloak_ps20b.inc"
  15. #ifndef _X360
  16. #include "cloak_vs30.inc"
  17. #include "cloak_ps30.inc"
  18. #endif
  19. static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
  20. // FIXME: doesn't support fresnel!
  21. void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Cloak_DX9_Vars_t &info )
  22. {
  23. SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
  24. SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
  25. SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
  26. if( !params[info.m_nFresnelReflection]->IsDefined() )
  27. {
  28. params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
  29. }
  30. if( !params[info.m_nMasked]->IsDefined() )
  31. {
  32. params[info.m_nMasked]->SetIntValue( 0 );
  33. }
  34. SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
  35. }
  36. void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info )
  37. {
  38. if (params[info.m_nBaseTexture]->IsDefined() )
  39. {
  40. pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
  41. }
  42. if (params[info.m_nNormalMap]->IsDefined() )
  43. {
  44. pShader->LoadBumpMap( info.m_nNormalMap );
  45. }
  46. if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
  47. {
  48. pShader->LoadTexture( info.m_nDiffuseWarpTexture );
  49. }
  50. SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
  51. }
  52. void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
  53. IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
  54. {
  55. bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
  56. bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0);
  57. bool hasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
  58. bool hasPhongExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture();
  59. bool hasPhongTintMap = hasPhongExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 );
  60. bool bHasRimLight = (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
  61. bool bHasRimMaskMap = hasPhongExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
  62. SHADOW_STATE
  63. {
  64. SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
  65. pShader->SetInitialShadowState( );
  66. pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Always SRGB read on base map
  67. pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Refraction map sampler...
  68. pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
  69. pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
  70. pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
  71. pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
  72. pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
  73. pShaderShadow->EnableSRGBWrite( true );
  74. unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
  75. int nTexCoordCount = 1;
  76. int userDataSize = 0;
  77. if( bIsModel )
  78. {
  79. userDataSize = 4;
  80. }
  81. else
  82. {
  83. flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
  84. }
  85. // This shader supports compressed vertices, so OR in that flag:
  86. flags |= VERTEX_FORMAT_COMPRESSED;
  87. pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
  88. #ifndef _X360
  89. if ( !g_pHardwareConfig->HasFastVertexTextures() )
  90. #endif
  91. {
  92. bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
  93. DECLARE_STATIC_VERTEX_SHADER( cloak_vs20 );
  94. SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
  95. SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
  96. SET_STATIC_VERTEX_SHADER( cloak_vs20 );
  97. // Bind ps_2_b shader so we can get Phong terms
  98. if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  99. {
  100. DECLARE_STATIC_PIXEL_SHADER( cloak_ps20b );
  101. SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
  102. SET_STATIC_PIXEL_SHADER( cloak_ps20b );
  103. }
  104. else
  105. {
  106. DECLARE_STATIC_PIXEL_SHADER( cloak_ps20 );
  107. SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
  108. SET_STATIC_PIXEL_SHADER( cloak_ps20 );
  109. }
  110. }
  111. #ifndef _X360
  112. else
  113. {
  114. // The vertex shader uses the vertex id stream
  115. SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
  116. DECLARE_STATIC_VERTEX_SHADER( cloak_vs30 );
  117. SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
  118. SET_STATIC_VERTEX_SHADER( cloak_vs30 );
  119. // Bind ps_2_b shader so we can get Phong terms
  120. DECLARE_STATIC_PIXEL_SHADER( cloak_ps30 );
  121. SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
  122. SET_STATIC_PIXEL_SHADER( cloak_ps30 );
  123. }
  124. #endif
  125. pShader->DefaultFog();
  126. if( bMasked )
  127. {
  128. pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
  129. }
  130. }
  131. DYNAMIC_STATE
  132. {
  133. pShaderAPI->SetDefaultState();
  134. // Bind textures
  135. pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, 0 ); // Base Map
  136. pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
  137. pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); // Normal Map
  138. pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Normalization cube map
  139. if ( hasDiffuseWarp )
  140. {
  141. if ( r_lightwarpidentity.GetBool() )
  142. {
  143. pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_IDENTITY_LIGHTWARP );
  144. }
  145. else
  146. {
  147. pShader->BindTexture( SHADER_SAMPLER1, info.m_nDiffuseWarpTexture ); // Light warp texture
  148. }
  149. }
  150. MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
  151. int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
  152. LightState_t lightState;
  153. pShaderAPI->GetDX9LightState( &lightState );
  154. #ifndef _X360
  155. if ( !g_pHardwareConfig->HasFastVertexTextures() )
  156. #endif
  157. {
  158. bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
  159. DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs20 );
  160. SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
  161. SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
  162. SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
  163. SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
  164. SET_DYNAMIC_VERTEX_SHADER( cloak_vs20 );
  165. // Bind ps_2_b shader so we can get Phong, rim and a cloudier refraction
  166. if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
  167. {
  168. DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20b );
  169. SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
  170. SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  171. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  172. SET_DYNAMIC_PIXEL_SHADER( cloak_ps20b );
  173. }
  174. else
  175. {
  176. // JasonM Hack
  177. //
  178. // In general, cloaking on ps_2_0 needs re-working for multipass...yuck...
  179. //
  180. int nPS20NumLights = max( lightState.m_nNumLights, 1 );
  181. DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20 );
  182. SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nPS20NumLights );
  183. SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  184. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  185. SET_DYNAMIC_PIXEL_SHADER( cloak_ps20 );
  186. }
  187. }
  188. #ifndef _X360
  189. else
  190. {
  191. pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
  192. DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs30 );
  193. SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
  194. SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
  195. SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
  196. SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
  197. SET_DYNAMIC_VERTEX_SHADER( cloak_vs30 );
  198. DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps30 );
  199. SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
  200. SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
  201. SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  202. SET_DYNAMIC_PIXEL_SHADER( cloak_ps30 );
  203. }
  204. #endif
  205. pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform );
  206. if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
  207. {
  208. pShader->SetPixelShaderConstant( 27, info.m_nRefractTint );
  209. }
  210. else
  211. {
  212. pShader->SetPixelShaderConstantGammaToLinear( 27, info.m_nRefractTint );
  213. }
  214. pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
  215. // Pack phong exponent in with the eye position
  216. float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {1, 0.5, 1, 1};
  217. float vSpecularTint[4] = {1, 1, 1, 1}, vRimBoost[4] = {1, 1, 1, 1};
  218. pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
  219. if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
  220. vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map
  221. else
  222. vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent
  223. if ( (info.m_nPhongTint != -1 ) && params[info.m_nPhongTint]->IsDefined() ) // Get the tint parameter
  224. params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 4);
  225. // Get the rim light power (goes in w of Phong tint)
  226. if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() )
  227. {
  228. vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue();
  229. vSpecularTint[3] = max(vSpecularTint[3], 1.0f); // Make sure this is at least 1
  230. }
  231. // Get the rim boost power (goes in w of flashlight position)
  232. if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() )
  233. {
  234. vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue();
  235. }
  236. // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term
  237. if ( bHasRimMaskMap )
  238. {
  239. float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code
  240. vRimMaskControl[0] = params[info.m_nRimMask]->GetFloatValue();
  241. pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 );
  242. }
  243. // If it's all zeros, there was no constant tint in the vmt
  244. if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) )
  245. {
  246. if ( hasPhongTintMap ) // If we have a map to use, tell the shader
  247. {
  248. vSpecularTint[0] = -1;
  249. }
  250. else // Otherwise, just tint with white
  251. {
  252. vSpecularTint[0] = 1.0f;
  253. vSpecularTint[1] = 1.0f;
  254. vSpecularTint[2] = 1.0f;
  255. }
  256. }
  257. if ( (info.m_nPhongFresnelRanges != -1 ) && params[info.m_nPhongFresnelRanges]->IsDefined() )
  258. {
  259. params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional fresnel range parameters
  260. // Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2)
  261. vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2;
  262. vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2;
  263. }
  264. if ( ( info.m_nPhongBoost != -1 ) &&params[info.m_nPhongBoost]->IsDefined() ) // Grab optional phong boost param
  265. vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue();
  266. else
  267. vFresnelRanges_SpecBoost[3] = 1.0f;
  268. pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
  269. pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
  270. pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
  271. pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass
  272. pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
  273. // Lighting constants
  274. pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight );
  275. pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
  276. // Set c0 and c1 to contain first two rows of ViewProj matrix
  277. VMatrix matView, matProj, matViewProj;
  278. pShaderAPI->GetMatrix( MATERIAL_VIEW, matView.m[0] );
  279. pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.m[0] );
  280. matViewProj = matView * matProj;
  281. pShaderAPI->SetPixelShaderConstant( 0, matViewProj.m[0], 2 );
  282. // Cloaking control constants
  283. float vCloakControls[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 0.0f };
  284. pShaderAPI->SetPixelShaderConstant( 3, vCloakControls, 1 );
  285. }
  286. pShader->Draw();
  287. }