//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// #include "BaseVSShader.h" #include "mathlib/vmatrix.h" #include "proto_ice_helper.h" #include "convar.h" // Auto generated inc files #include "proto_ice_vs20.inc" #include "proto_ice_ps20b.inc" void InitParamsProtoIce( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ProtoIceVars_t &info ) { // Set material flags SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); // Set material parameter default values if ( ( info.m_nBaseTextureFrame != -1 ) && !params[info.m_nBaseTextureFrame]->IsDefined() ) { params[ info.m_nBaseTextureFrame ]->SetIntValue( 0 ); } if ( ( info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() ) { params[ info.m_nBumpFrame ]->SetIntValue( 0 ); } if ( ( info.m_nSsBump != -1 ) && !params[ info.m_nSsBump ]->IsDefined() ) { params[ info.m_nSsBump ]->SetIntValue( 0 ); } } void InitProtoIce( CBaseVSShader *pShader, IMaterialVar** params, ProtoIceVars_t &info ) { // Load textures if ( (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture ); } if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() ) { pShader->LoadTexture( info.m_nBumpmap ); } } void DrawProtoIce( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, ProtoIceVars_t &info, VertexCompressionType_t vertexCompression ) { SHADOW_STATE { // Set stream format (note that this shader supports compression) unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); if ( bHasVertexColor || bHasVertexAlpha ) flags |= VERTEX_COLOR; bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && g_pConfig->UseBumpmapping(); bool hasSSBump = hasBump && (info.m_nSsBump != -1) && ( params[ info.m_nSsBump ]->GetIntValue() ); int combo_BUMPMAP = hasSSBump ? 2 : hasBump; int nTexCoordCount = 1; int userDataSize = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); bool bFlattenStaticControlFlow = !g_pHardwareConfig->SupportsStaticControlFlow(); // Vertex Shader DECLARE_STATIC_VERTEX_SHADER( proto_ice_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha ); SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, bFlattenStaticControlFlow ); SET_STATIC_VERTEX_SHADER( proto_ice_vs20 ); // Pixel Shader DECLARE_STATIC_PIXEL_SHADER( proto_ice_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, combo_BUMPMAP ); SET_STATIC_PIXEL_SHADER( proto_ice_ps20b ); // Textures pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Color texture pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB pShaderShadow->EnableSRGBWrite( true ); // Blending //pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); //pShaderShadow->EnableAlphaWrites( false ); // !!! We need to turn this back on because EnableAlphaBlending() above disables it! //pShaderShadow->EnableDepthWrites( true ); pShader->PI_BeginCommandBuffer(); pShader->PI_SetPixelShaderAmbientLightCube( 3 ); pShader->PI_SetPixelShaderLocalLighting( 9 ); pShader->PI_SetVertexShaderAmbientLightCube(); pShader->PI_EndCommandBuffer(); } DYNAMIC_STATE { LightState_t lightState = { 0, false, false }; bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); // Set Vertex Shader Combos DECLARE_DYNAMIC_VERTEX_SHADER( proto_ice_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 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_bStaticLight ? 1 : 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( proto_ice_vs20 ); // Set Vertex Shader Constants pShaderAPI->GetDX9LightState( &lightState ); // Set Pixel Shader Combos DECLARE_DYNAMIC_PIXEL_SHADER( proto_ice_ps20b ); 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( proto_ice_ps20b ); // Bind textures pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture, info.m_nBaseTextureFrame ); bool bBumpMapping = ( ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ) ? false : true; if ( bBumpMapping ) { pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame ); } // Set c0 and c1 to contain first two rows of ViewProj matrix VMatrix mView, mProj; pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] ); pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] ); VMatrix mViewProj = mView * mProj; mViewProj = mViewProj.Transpose3x3(); pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 ); // Camera pos float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); pShaderAPI->SetPixelShaderConstant( 2, vEyePos, 1 ); } pShader->Draw(); }