mirror of
https://github.com/alliedmodders/hl2sdk.git
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3957adff10
Recompiled tier1 and mathlib for all platforms will come in next commit.
342 lines
14 KiB
C++
342 lines
14 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "example_model_dx9_helper.h"
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#include "convar.h"
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#include "cpp_shader_constant_register_map.h"
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#include "example_model_vs20.inc"
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#include "example_model_ps20b.inc"
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#include "commandbuilder.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
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static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
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static ConVar r_rimlight( "r_rimlight", "1", FCVAR_NONE );
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// Textures may be bound to the following samplers:
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// SHADER_SAMPLER0 Base (Albedo) / Gloss in alpha
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// SHADER_SAMPLER4 Flashlight Shadow Depth Map
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// SHADER_SAMPLER5 Normalization cube map
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// SHADER_SAMPLER6 Flashlight Cookie
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//-----------------------------------------------------------------------------
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// Initialize shader parameters
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//-----------------------------------------------------------------------------
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void InitParamsExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ExampleModel_DX9_Vars_t &info )
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{
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
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Assert( info.m_nFlashlightTexture >= 0 );
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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}
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// This shader can be used with hw skinning
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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}
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//-----------------------------------------------------------------------------
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// Initialize shader
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//-----------------------------------------------------------------------------
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void InitExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, ExampleModel_DX9_Vars_t &info )
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{
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Assert( info.m_nFlashlightTexture >= 0 );
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pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
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bool bIsBaseTextureTranslucent = false;
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if ( params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
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{
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bIsBaseTextureTranslucent = true;
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}
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}
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}
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class CExampleModel_DX9_Context : public CBasePerMaterialContextData
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{
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public:
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
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bool m_bFastPath;
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};
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//-----------------------------------------------------------------------------
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// Draws the shader
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//-----------------------------------------------------------------------------
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void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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bool bHasFlashlight, ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
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CBasePerMaterialContextData **pContextDataPtr )
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{
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bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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BlendType_t nBlendType= pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
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bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested && !bHasFlashlight;
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CExampleModel_DX9_Context *pContextData = reinterpret_cast< CExampleModel_DX9_Context *> ( *pContextDataPtr );
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if ( !pContextData )
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{
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pContextData = new CExampleModel_DX9_Context;
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*pContextDataPtr = pContextData;
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}
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if( pShader->IsSnapshotting() )
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{
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
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}
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int nShadowFilterMode = 0;
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if( bHasFlashlight )
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
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}
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if( bIsAlphaTested )
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{
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// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
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// be the same on both the regular pass and the flashlight pass.
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pShaderShadow->EnableAlphaTest( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
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}
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pShaderShadow->EnableBlending( true );
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pShaderShadow->EnableDepthWrites( false );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
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}
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else // not flashlight pass
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
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}
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}
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
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int userDataSize = 0;
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// Always enable...will bind white if nothing specified...
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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if( bHasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
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userDataSize = 4; // tangent S
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}
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// Always enable, since flat normal will be bound
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
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userDataSize = 4; // tangent S
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map
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pShaderShadow->EnableSRGBWrite( true );
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// texcoord0 : base texcoord, texcoord2 : decal hw morph delta
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int pTexCoordDim[3] = { 2, 0, 3 };
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int nTexCoordCount = 1;
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// This shader supports compressed vertices, so OR in that flag:
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flags |= VERTEX_FORMAT_COMPRESSED;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( example_model_vs20 );
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SET_STATIC_VERTEX_SHADER( example_model_vs20 );
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// Assume we're only going to get in here if we support 2b
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DECLARE_STATIC_PIXEL_SHADER( example_model_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
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SET_STATIC_PIXEL_SHADER( example_model_ps20b );
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if( bHasFlashlight )
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{
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pShader->FogToBlack();
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}
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else
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{
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pShader->DefaultFog();
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}
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// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
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pShaderShadow->EnableAlphaWrites( bFullyOpaque );
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}
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else // not snapshotting -- begin dynamic state
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{
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bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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if( bHasBaseTexture )
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{
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
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}
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LightState_t lightState = { 0, false, false };
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bool bFlashlightShadows = false;
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if( bHasFlashlight )
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{
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Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
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pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
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VMatrix worldToTexture;
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ITexture *pFlashlightDepthTexture;
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FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
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bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
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SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
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if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
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{
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pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
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}
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}
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else // no flashlight
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{
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pShaderAPI->GetDX9LightState( &lightState );
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}
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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int numBones = pShaderAPI->GetCurrentNumBones();
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bool bWriteDepthToAlpha = false;
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bool bWriteWaterFogToAlpha = false;
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if( bFullyOpaque )
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{
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bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
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bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
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AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
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DECLARE_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
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SET_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
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pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
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pShader->SetAmbientCubeDynamicStateVertexShader();
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if( !bHasFlashlight )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
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}
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pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight
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pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
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// handle mat_fullbright 2 (diffuse lighting only)
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if( bLightingOnly )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
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}
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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if( bHasFlashlight )
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{
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VMatrix worldToTexture;
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float atten[4], pos[4], tweaks[4];
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const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
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SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
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pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
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atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
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atten[1] = flashlightState.m_fLinearAtten;
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atten[2] = flashlightState.m_fQuadraticAtten;
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atten[3] = flashlightState.m_FarZ;
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
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pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
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pos[1] = flashlightState.m_vecLightOrigin[1];
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pos[2] = flashlightState.m_vecLightOrigin[2];
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
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// Tweaks associated with a given flashlight
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tweaks[0] = ShadowFilterFromState( flashlightState );
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tweaks[1] = ShadowAttenFromState( flashlightState );
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pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
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pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
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// Dimensions of screen, used for screen-space noise map sampling
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float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
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int nWidth, nHeight;
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pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
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vScreenScale[0] = (float) nWidth / 32.0f;
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vScreenScale[1] = (float) nHeight / 32.0f;
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
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}
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}
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pShader->Draw();
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}
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//-----------------------------------------------------------------------------
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// Draws the shader
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//-----------------------------------------------------------------------------
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void DrawExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
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{
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bool bHasFlashlight = pShader->UsingFlashlight( params );
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if ( bHasFlashlight )
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{
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DrawExampleModel_DX9_Internal( pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression, pContextDataPtr++ );
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if ( pShaderShadow )
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{
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pShader->SetInitialShadowState( );
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}
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}
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DrawExampleModel_DX9_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
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}
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