Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#if 0
#include "particlelitgeneric_dx9_helper.h"
#include "BaseVSShader.h"
#include "particlelit_generic_vs30.inc"
#include "particlelit_generic_ps30.inc"
#include "convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Initialize shader parameters
//-----------------------------------------------------------------------------
void InitParamsParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ParticleLitGeneric_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" );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
if( (info.m_nBumpFrame != -1) && !params[info.m_nBumpFrame]->IsDefined() )
{
params[info.m_nBumpFrame]->SetIntValue( 0 );
}
if( (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
else
{
CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
}
}
//-----------------------------------------------------------------------------
// Initialize shader
//-----------------------------------------------------------------------------
void InitParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, ParticleLitGeneric_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;
}
}
// No alpha channel in any of the textures? No self illum or envmapmask
if ( !bIsBaseTextureTranslucent )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
if ( g_pConfig->UseBumpmapping() )
{
if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap );
SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
}
}
// Don't alpha test if the alpha channel is used for other purposes
if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
{
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
}
}
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, ParticleLitGeneric_DX9_Vars_t &info )
{
bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool hasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
bool bNoFog = IS_FLAG_SET( MATERIAL_VAR_NOFOG );
HDRType_t hdrType = g_pHardwareConfig->GetHDRType();
BlendType_t blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
if( pShader->IsSnapshotting() )
{
// look at color and alphamod stuff.
// Unlit generic never uses the flashlight
bool hasFlashlight = CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT );
bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
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() );
}
if( hasFlashlight )
{
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 );
}
else
{
pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
}
unsigned int flags = VERTEX_POSITION;
int userDataSize = 0;
if( hasBaseTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
}
if( hasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );
userDataSize = 4; // tangent S
}
if( hasBump )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
userDataSize = 4; // tangent S
// Normalizing cube map
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
}
if( hasVertexColor || hasVertexAlpha )
{
flags |= VERTEX_COLOR;
}
pShaderShadow->EnableSRGBWrite( true );
// texcoord0 : base texcoord
int pTexCoordCount[2] = { 2, 3 };
pShaderShadow->VertexShaderVertexFormat(
flags, 2, pTexCoordCount, 0, userDataSize );
DECLARE_STATIC_VERTEX_SHADER( particlelit_generic_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_VERTEX_SHADER( particlelit_generic_vs30 );
DECLARE_STATIC_PIXEL_SHADER( particlelit_generic_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
// SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, hdrType );
SET_STATIC_PIXEL_SHADER( particlelit_generic_ps30 );
if( hasFlashlight )
{
pShader->FogToBlack();
}
else
{
pShader->DefaultFog();
}
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff
if( blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested )
{
pShaderShadow->EnableAlphaWrites( true );
}
}
else
{
bool hasFlashlight = pShaderAPI->InFlashlightMode();
if( hasBaseTexture )
{
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
if( !g_pConfig->m_bFastNoBump )
{
if( hasBump )
{
pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
}
}
else
{
if( hasBump )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
}
}
if( hasFlashlight )
{
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
}
LightState_t lightState = { 0, false, false };
if( !hasFlashlight )
pShaderAPI->GetDX9LightState( &lightState );
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
// int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
DECLARE_DYNAMIC_VERTEX_SHADER( particlelit_generic_vs30 );
SET_DYNAMIC_VERTEX_SHADER( particlelit_generic_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( particlelit_generic_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, pShader->IsHDREnabled() );
SET_DYNAMIC_PIXEL_SHADER( particlelit_generic_ps30 );
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
if( hasBump )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
}
if( hasBump )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 );
pShaderAPI->CommitPixelShaderLighting( 13 );
}
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 );
pShaderAPI->SetPixelShaderFogParams( 21 );
// 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_FarZ;
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] = 1.0f;
pShaderAPI->SetPixelShaderConstant( 23, pos, 1 );
pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
}
}
pShader->Draw();
}
// Commenting out this entire file
#endif