You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
341 lines
13 KiB
341 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//===========================================================================//
|
|
#include "BaseVSShader.h"
|
|
#include "example_model_dx9_helper.h"
|
|
#include "convar.h"
|
|
#include "cpp_shader_constant_register_map.h"
|
|
#include "example_model_vs20.inc"
|
|
#include "example_model_ps20b.inc"
|
|
#include "commandbuilder.h"
|
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
|
|
static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
|
|
static ConVar r_rimlight( "r_rimlight", "1", FCVAR_NONE );
|
|
|
|
// Textures may be bound to the following samplers:
|
|
// SHADER_SAMPLER0 Base (Albedo) / Gloss in alpha
|
|
// SHADER_SAMPLER4 Flashlight Shadow Depth Map
|
|
// SHADER_SAMPLER5 Normalization cube map
|
|
// SHADER_SAMPLER6 Flashlight Cookie
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initialize shader parameters
|
|
//-----------------------------------------------------------------------------
|
|
void InitParamsExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ExampleModel_DX9_Vars_t &info )
|
|
{
|
|
// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
|
|
Assert( info.m_nFlashlightTexture >= 0 );
|
|
|
|
if ( g_pHardwareConfig->SupportsBorderColor() )
|
|
{
|
|
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
|
|
}
|
|
else
|
|
{
|
|
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
|
|
}
|
|
|
|
// This shader can be used with hw skinning
|
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
|
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initialize shader
|
|
//-----------------------------------------------------------------------------
|
|
void InitExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, ExampleModel_DX9_Vars_t &info )
|
|
{
|
|
Assert( info.m_nFlashlightTexture >= 0 );
|
|
pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
|
|
|
|
bool bIsBaseTextureTranslucent = false;
|
|
if ( params[info.m_nBaseTexture]->IsDefined() )
|
|
{
|
|
pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
|
|
|
|
if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
|
|
{
|
|
bIsBaseTextureTranslucent = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
class CExampleModel_DX9_Context : public CBasePerMaterialContextData
|
|
{
|
|
public:
|
|
CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
|
|
bool m_bFastPath;
|
|
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the shader
|
|
//-----------------------------------------------------------------------------
|
|
void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
|
|
bool bHasFlashlight, ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
|
|
CBasePerMaterialContextData **pContextDataPtr )
|
|
{
|
|
bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
|
|
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
|
|
|
|
BlendType_t nBlendType= pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
|
|
bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested && !bHasFlashlight;
|
|
|
|
CExampleModel_DX9_Context *pContextData = reinterpret_cast< CExampleModel_DX9_Context *> ( *pContextDataPtr );
|
|
if ( !pContextData )
|
|
{
|
|
pContextData = new CExampleModel_DX9_Context;
|
|
*pContextDataPtr = pContextData;
|
|
}
|
|
|
|
if( pShader->IsSnapshotting() )
|
|
{
|
|
pShaderShadow->EnableAlphaTest( bIsAlphaTested );
|
|
|
|
if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
|
|
{
|
|
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
|
|
}
|
|
|
|
int nShadowFilterMode = 0;
|
|
if( bHasFlashlight )
|
|
{
|
|
if (params[info.m_nBaseTexture]->IsTexture())
|
|
{
|
|
pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
|
|
}
|
|
|
|
if( bIsAlphaTested )
|
|
{
|
|
// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
|
|
// be the same on both the regular pass and the flashlight pass.
|
|
pShaderShadow->EnableAlphaTest( false );
|
|
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
|
|
}
|
|
pShaderShadow->EnableBlending( true );
|
|
pShaderShadow->EnableDepthWrites( false );
|
|
|
|
// Be sure not to write to dest alpha
|
|
pShaderShadow->EnableAlphaWrites( false );
|
|
|
|
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
|
|
}
|
|
else // not flashlight pass
|
|
{
|
|
if (params[info.m_nBaseTexture]->IsTexture())
|
|
{
|
|
pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
|
|
}
|
|
}
|
|
|
|
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
|
|
int userDataSize = 0;
|
|
|
|
// Always enable...will bind white if nothing specified...
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
|
|
|
|
if( bHasFlashlight )
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
|
|
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
|
|
userDataSize = 4; // tangent S
|
|
}
|
|
|
|
// Always enable, since flat normal will be bound
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
|
|
userDataSize = 4; // tangent S
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map
|
|
pShaderShadow->EnableSRGBWrite( true );
|
|
|
|
// texcoord0 : base texcoord, texcoord2 : decal hw morph delta
|
|
int pTexCoordDim[3] = { 2, 0, 3 };
|
|
int nTexCoordCount = 1;
|
|
|
|
// This shader supports compressed vertices, so OR in that flag:
|
|
flags |= VERTEX_FORMAT_COMPRESSED;
|
|
|
|
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
|
|
|
|
DECLARE_STATIC_VERTEX_SHADER( example_model_vs20 );
|
|
SET_STATIC_VERTEX_SHADER( example_model_vs20 );
|
|
|
|
// Assume we're only going to get in here if we support 2b
|
|
DECLARE_STATIC_PIXEL_SHADER( example_model_ps20b );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
|
|
SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
|
|
SET_STATIC_PIXEL_SHADER( example_model_ps20b );
|
|
|
|
if( bHasFlashlight )
|
|
{
|
|
pShader->FogToBlack();
|
|
}
|
|
else
|
|
{
|
|
pShader->DefaultFog();
|
|
}
|
|
|
|
// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
|
|
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
|
|
}
|
|
else // not snapshotting -- begin dynamic state
|
|
{
|
|
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
|
|
|
|
if( bHasBaseTexture )
|
|
{
|
|
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
|
|
}
|
|
else
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
|
|
}
|
|
|
|
LightState_t lightState = { 0, false, false };
|
|
bool bFlashlightShadows = false;
|
|
if( bHasFlashlight )
|
|
{
|
|
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
|
|
pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
|
|
VMatrix worldToTexture;
|
|
ITexture *pFlashlightDepthTexture;
|
|
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
|
|
bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
|
|
|
|
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
|
|
|
|
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
|
|
{
|
|
pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
|
|
}
|
|
}
|
|
else // no flashlight
|
|
{
|
|
pShaderAPI->GetDX9LightState( &lightState );
|
|
}
|
|
|
|
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
|
|
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
|
|
int numBones = pShaderAPI->GetCurrentNumBones();
|
|
|
|
bool bWriteDepthToAlpha = false;
|
|
bool bWriteWaterFogToAlpha = false;
|
|
if( bFullyOpaque )
|
|
{
|
|
bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
|
|
bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
|
|
AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
|
|
}
|
|
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
|
|
SET_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
|
|
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
|
|
SET_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
|
|
|
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
|
|
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
|
|
pShader->SetAmbientCubeDynamicStateVertexShader();
|
|
|
|
if( !bHasFlashlight )
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
|
|
}
|
|
|
|
pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight
|
|
pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
|
|
|
|
// handle mat_fullbright 2 (diffuse lighting only)
|
|
if( bLightingOnly )
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
|
|
}
|
|
|
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
|
|
|
|
if( bHasFlashlight )
|
|
{
|
|
VMatrix worldToTexture;
|
|
float atten[4], pos[4], tweaks[4];
|
|
|
|
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
|
|
SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
|
|
|
|
pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
|
|
|
|
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
|
|
atten[1] = flashlightState.m_fLinearAtten;
|
|
atten[2] = flashlightState.m_fQuadraticAtten;
|
|
atten[3] = flashlightState.m_FarZ;
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
|
|
|
|
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
|
|
pos[1] = flashlightState.m_vecLightOrigin[1];
|
|
pos[2] = flashlightState.m_vecLightOrigin[2];
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
|
|
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
|
|
|
|
// Tweaks associated with a given flashlight
|
|
tweaks[0] = ShadowFilterFromState( flashlightState );
|
|
tweaks[1] = ShadowAttenFromState( flashlightState );
|
|
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
|
|
|
|
// Dimensions of screen, used for screen-space noise map sampling
|
|
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
|
|
int nWidth, nHeight;
|
|
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
|
|
vScreenScale[0] = (float) nWidth / 32.0f;
|
|
vScreenScale[1] = (float) nHeight / 32.0f;
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
|
|
}
|
|
}
|
|
pShader->Draw();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the shader
|
|
//-----------------------------------------------------------------------------
|
|
void DrawExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
|
|
ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
|
|
|
|
{
|
|
bool bHasFlashlight = pShader->UsingFlashlight( params );
|
|
if ( bHasFlashlight )
|
|
{
|
|
DrawExampleModel_DX9_Internal( pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression, pContextDataPtr++ );
|
|
if ( pShaderShadow )
|
|
{
|
|
pShader->SetInitialShadowState( );
|
|
}
|
|
}
|
|
DrawExampleModel_DX9_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
|
|
}
|