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291 lines
10 KiB
291 lines
10 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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/* Based heavily on cloak_blended_pass, look at cloak_blended_pass_helper.cpp
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==================================================================================================== */
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "weapon_sheen_pass_helper.h"
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#include "convar.h"
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// Auto generated inc files
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#include "weapon_sheen_pass_vs20.inc"
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#include "weapon_sheen_pass_ps20.inc"
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#include "weapon_sheen_pass_ps20b.inc"
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#ifndef _X360
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#include "weapon_sheen_pass_vs30.inc"
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#include "weapon_sheen_pass_ps30.inc"
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#endif
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void InitParamsWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, WeaponSheenPassVars_t &info )
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{
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// Set material flags
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS( MATERIAL_VAR_MODEL );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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// Set material parameter default values
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if ( ( info.m_nSheenMapMaskFrame != -1 ) && ( !params[info.m_nSheenMapMaskFrame]->IsDefined() ) )
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{
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params[info.m_nSheenMapMaskFrame]->SetFloatValue( 0 );
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}
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if ( ( info.m_nSheenMapTint != -1 ) && ( !params[info.m_nSheenMapTint]->IsDefined() ) )
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{
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params[info.m_nSheenMapTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f );
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}
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if ( ( info.m_nSheenMapMaskScaleX != -1 ) && ( !params[info.m_nSheenMapMaskScaleX]->IsDefined() ) )
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{
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params[info.m_nSheenMapMaskScaleX]->SetFloatValue( 1.0f );
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}
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if ( ( info.m_nSheenMapMaskScaleY != -1 ) && ( !params[info.m_nSheenMapMaskScaleY]->IsDefined() ) )
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{
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params[info.m_nSheenMapMaskScaleY]->SetFloatValue( 1.0f );
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}
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if ( ( info.m_nSheenMapMaskOffsetX != -1 ) && ( !params[info.m_nSheenMapMaskOffsetX]->IsDefined() ) )
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{
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params[info.m_nSheenMapMaskOffsetX]->SetFloatValue( 0 );
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}
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if ( ( info.m_nSheenMapMaskOffsetY != -1 ) && ( !params[info.m_nSheenMapMaskOffsetY]->IsDefined() ) )
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{
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params[info.m_nSheenMapMaskOffsetY]->SetFloatValue( 0 );
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}
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if ( ( info.m_nSheenMapMaskDirection != -1 ) && ( !params[info.m_nSheenMapMaskDirection]->IsDefined() ) )
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{
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params[info.m_nSheenMapMaskDirection]->SetFloatValue( 0 );
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}
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if( (info.m_nSheenIndex != -1 ) && !params[info.m_nSheenIndex]->IsDefined() )
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{
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params[info.m_nSheenIndex]->SetIntValue( 0 );
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}
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if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() )
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{
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params[info.m_nBumpFrame]->SetIntValue( 0 );
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}
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}
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void InitWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, WeaponSheenPassVars_t &info )
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{
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// Load textures
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if ( g_pConfig->UseBumpmapping() )
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{
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBumpmap );
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}
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}
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if ( (info.m_nSheenMap != -1) && params[info.m_nSheenMap]->IsDefined() )
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{
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pShader->LoadCubeMap( info.m_nSheenMap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
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}
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if ( (info.m_nSheenMapMask != -1) && params[info.m_nSheenMapMask]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nSheenMapMask );
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}
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}
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void DrawWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, WeaponSheenPassVars_t &info, VertexCompressionType_t vertexCompression )
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{
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bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;
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SHADOW_STATE
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{
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// Reset shadow state manually since we're drawing from two materials
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pShader->SetInitialShadowState( );
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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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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// Vertex Shader
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DECLARE_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs20 );
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// Pixel Shader
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_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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// Vertex Shader
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DECLARE_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs30 );
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// Pixel Shader
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DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps30 );
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}
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#endif
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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if ( bBumpMapping )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
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}
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );
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}
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// Blending
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pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableAlphaWrites( false );
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// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
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pShaderShadow->EnableDepthWrites( true );
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}
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DYNAMIC_STATE
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{
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// Reset render state manually since we're drawing from two materials
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pShaderAPI->SetDefaultState();
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// Set Vertex Shader Constants
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if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) )
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{
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform );
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}
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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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// Set Vertex Shader Combos
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DECLARE_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs20 );
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// Set Pixel Shader Combos
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_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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// Set Vertex Shader Combos
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DECLARE_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs30 );
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// Set Pixel Shader Combos
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DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps30 );
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}
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#endif
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// Bind textures
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
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if ( bBumpMapping )
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{
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
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}
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if ( info.m_nSheenMap != -1 )
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{
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pShader->BindTexture( SHADER_SAMPLER2, info.m_nSheenMap, -1 );
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}
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if ( info.m_nSheenMapMask != -1 )
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{
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pShader->BindTexture( SHADER_SAMPLER3, info.m_nSheenMapMask, info.m_nSheenMapMaskFrame );
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}
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// Set Pixel Shader Constants
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float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
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pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
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float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nSheenMapMaskScaleX ) ? params[info.m_nSheenMapMaskScaleX]->GetFloatValue() : 1.0f;
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vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nSheenMapMaskScaleY ) ? params[info.m_nSheenMapMaskScaleY]->GetFloatValue() : 1.0f;
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vPackedConst1[2] = IS_PARAM_DEFINED( info.m_nSheenMapMaskOffsetX ) ? params[info.m_nSheenMapMaskOffsetX]->GetFloatValue() : 0.0f;
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vPackedConst1[3] = IS_PARAM_DEFINED( info.m_nSheenMapMaskOffsetY ) ? params[info.m_nSheenMapMaskOffsetY]->GetFloatValue() : 0.0f;
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pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
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float vPackedConst2[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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vPackedConst2[0] = IS_PARAM_DEFINED( info.m_nSheenMapMaskDirection ) ? params[info.m_nSheenMapMaskDirection]->GetFloatValue() : 0.0f;
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vPackedConst2[1] = IS_PARAM_DEFINED( info.m_nSheenIndex ) ? params[info.m_nSheenIndex]->GetFloatValue() : 0.0f;
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pShaderAPI->SetPixelShaderConstant( 7, vPackedConst2, 1 );
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// Map color tint
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pShaderAPI->SetPixelShaderConstant( 8, IS_PARAM_DEFINED( info.m_nSheenMapTint ) ? params[info.m_nSheenMapTint]->GetVecValue() : kDefaultSheenColorTint, 1 );
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// Set c0 and c1 to contain first two rows of ViewProj matrix
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VMatrix mView, mProj;
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pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
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VMatrix mViewProj = mView * mProj;
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mViewProj = mViewProj.Transpose3x3();
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pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
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}
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pShader->Draw();
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}
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bool ShouldDrawMaterialSheen ( IMaterialVar** params, WeaponSheenPassVars_t &info )
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{
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// If the frame is zero we're not rendering
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if ( IS_PARAM_DEFINED( info.m_nSheenMapMaskFrame ) && params[info.m_nSheenMapMaskFrame]->GetIntValue() > 0 )
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{
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return true;
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}
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return false;
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}
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