Team Fortress 2 Source Code as on 22/4/2020
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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