-
Notifications
You must be signed in to change notification settings - Fork 354
Expand file tree
/
Copy pathvortwarp_dx9.cpp
More file actions
640 lines (569 loc) · 23.4 KB
/
vortwarp_dx9.cpp
File metadata and controls
640 lines (569 loc) · 23.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "vertexlitgeneric_dx9_helper.h"
#include "vortwarp_vs20.inc"
#include "vortwarp_ps20.inc"
#include "vortwarp_ps20b.inc"
#include "convar.h"
#ifndef _X360
#include "vortwarp_vs30.inc"
#include "vortwarp_ps30.inc"
#endif
DEFINE_FALLBACK_SHADER( VortWarp, VortWarp_dx9 )
extern ConVar r_flashlight_version2;
struct VortWarp_DX9_Vars_t : public VertexLitGeneric_DX9_Vars_t
{
VortWarp_DX9_Vars_t() { memset( this, 0xFF, sizeof(*this) ); }
int m_nEntityOrigin;
int m_nWarpParam;
int m_nFlowMap;
int m_nSelfIllumMap;
int m_nUnlit;
};
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, bool bVertexLitGeneric, bool hasFlashlight, VortWarp_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
{
bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
bool hasDetailTexture = !hasBump && params[info.m_nDetail]->IsTexture();
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
bool hasSelfIllumInEnvMapMask =
( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) &&
( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ;
bool bHasFlowMap = ( info.m_nFlowMap != -1 ) && params[info.m_nFlowMap]->IsTexture();
bool bHasSelfIllumMap = ( info.m_nSelfIllumMap != -1 ) && params[info.m_nSelfIllumMap]->IsTexture();
BlendType_t blendType;
if ( params[info.m_nBaseTexture]->IsTexture() )
{
blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
}
else
{
blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
}
if( pShader->IsSnapshotting() )
{
// look at color and alphamod stuff.
// Unlit generic never uses the flashlight
bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
bool hasEnvmapMask = (hasSelfIllumInEnvMapMask || !hasFlashlight) &&
params[info.m_nEnvmapMask]->IsTexture();
bool bHasNormal = bVertexLitGeneric || hasEnvmap;
if( hasFlashlight )
{
hasEnvmapMask = false;
}
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 )
{
if (params[info.m_nBaseTexture]->IsTexture())
{
pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
}
else
{
pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
}
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
{
if (params[info.m_nBaseTexture]->IsTexture())
{
pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
}
else
{
pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false );
}
}
unsigned int flags = VERTEX_POSITION;
int nTexCoordCount = 1; // texcoord0 : base texcoord
int userDataSize = 0;
if( bHasNormal )
{
flags |= VERTEX_NORMAL;
}
if( hasBaseTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
}
if( hasEnvmap )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
}
}
if( hasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
userDataSize = 4; // tangent S
}
if( hasDetailTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
}
if( hasBump )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
userDataSize = 4; // tangent S
// Normalizing cube map
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
}
if( hasEnvmapMask )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
}
if( hasVertexColor || hasVertexAlpha )
{
flags |= VERTEX_COLOR;
}
pShaderShadow->EnableSRGBWrite( true );
if( bHasSelfIllumMap )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
}
if( bHasFlowMap )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
}
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
Assert( hasBump );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( vortwarp_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
SET_STATIC_PIXEL_SHADER( vortwarp_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
SET_STATIC_PIXEL_SHADER( vortwarp_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_VERTEX_SHADER( vortwarp_vs30 );
DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, !params[info.m_nUnlit]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
SET_STATIC_PIXEL_SHADER( vortwarp_ps30 );
}
#endif
if( hasFlashlight )
{
pShader->FogToBlack();
}
else
{
pShader->DefaultFog();
}
if( blendType == BT_BLEND )
{
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false );
}
else
{
pShaderShadow->EnableAlphaWrites( true );
}
}
else
{
bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture();
if( hasBaseTexture )
{
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
if( hasEnvmap )
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nEnvmap, info.m_nEnvmapFrame );
}
if( hasDetailTexture )
{
pShader->BindTexture( SHADER_SAMPLER2, info.m_nDetail, info.m_nDetailFrame );
}
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( hasEnvmapMask )
{
pShader->BindTexture( SHADER_SAMPLER4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
}
if( hasFlashlight )
{
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
SetFlashLightColorFromState( state, pShaderAPI );
}
// Set up light combo state
LightState_t lightState = LightState_t();
if ( bVertexLitGeneric && !hasFlashlight )
{
pShaderAPI->GetDX9LightState( &lightState );
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
int numBones = pShaderAPI->GetCurrentNumBones();
Assert( hasBump );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 );
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_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_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
float warpParam = params[info.m_nWarpParam]->GetFloatValue();
// float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
// DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 );
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( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
float warpParam = params[info.m_nWarpParam]->GetFloatValue();
// float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
// DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 );
}
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_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( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
float warpParam = params[info.m_nWarpParam]->GetFloatValue();
// float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
// DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 );
}
#endif
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
if( hasDetailTexture )
{
pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
Assert( !hasBump );
}
if( hasBump )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
Assert( !hasDetailTexture );
}
if( hasEnvmapMask )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
}
if( hasEnvmap )
{
pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true );
}
if( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() )
{
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() );
}
else
{
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
}
pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );
pShader->SetPixelShaderConstant( 4, info.m_nSelfIllumTint );
pShader->SetAmbientCubeDynamicStateVertexShader();
if( hasBump )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 );
pShaderAPI->CommitPixelShaderLighting( 13 );
}
if( bHasSelfIllumMap )
{
pShader->BindTexture( SHADER_SAMPLER6, info.m_nSelfIllumMap, -1 );
}
if( bHasFlowMap )
{
pShader->BindTexture( SHADER_SAMPLER2, info.m_nFlowMap, -1 );
}
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 );
pShaderAPI->SetPixelShaderFogParams( 21 );
// dynamic drawing code that extends vertexlitgeneric
float curTime = params[info.m_nWarpParam]->GetFloatValue();
float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
Assert( params[info.m_nEntityOrigin]->IsDefined() );
params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, timeVec, 1 );
curTime = pShaderAPI->CurrentTime();
timeVec[0] = curTime;
timeVec[1] = curTime;
timeVec[2] = curTime;
timeVec[3] = curTime;
pShaderAPI->SetPixelShaderConstant( 22, timeVec, 1 );
// 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();
}
BEGIN_VS_SHADER( VortWarp_DX9,
"Help for VortWarp_DX9" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
SHADER_PARAM( SELFILLUM_ENVMAPMASK_ALPHA, SHADER_PARAM_TYPE_FLOAT,"0.0","defines that self illum value comes from env map mask alpha" )
// Debugging term for visualizing ambient data on its own
SHADER_PARAM( AMBIENTONLY, SHADER_PARAM_TYPE_INTEGER, "0", "Control drawing of non-ambient light ()" )
// hack hack hack
SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
SHADER_PARAM( FLOWMAP, SHADER_PARAM_TYPE_TEXTURE, "", "flow map" )
SHADER_PARAM( SELFILLUMMAP, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
SHADER_PARAM( UNLIT, SHADER_PARAM_TYPE_BOOL, "", "" )
SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "5.0", "Phong exponent for local specular lights" )
SHADER_PARAM( PHONGTINT, SHADER_PARAM_TYPE_VEC3, "5.0", "Phong tint for local specular lights" )
SHADER_PARAM( PHONGALBEDOTINT, SHADER_PARAM_TYPE_BOOL, "1.0", "Apply tint by albedo (controlled by spec exponent texture" )
SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "1D ramp texture for tinting scalar diffuse term" )
SHADER_PARAM( PHONGWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "warp specular term" )
SHADER_PARAM( PHONGFRESNELRANGES, SHADER_PARAM_TYPE_VEC3, "[0 0.5 1]", "Parameters for remapping fresnel output" )
SHADER_PARAM( PHONGBOOST, SHADER_PARAM_TYPE_FLOAT, "1.0", "Phong overbrightening factor (specular mask channel should be authored to account for this)" )
SHADER_PARAM( PHONGEXPONENTTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "Phong Exponent map" )
SHADER_PARAM( PHONG, SHADER_PARAM_TYPE_BOOL, "0", "enables phong lighting" )
END_SHADER_PARAMS
void SetupVars( VortWarp_DX9_Vars_t& info )
{
info.m_nBaseTexture = BASETEXTURE;
info.m_nBaseTextureFrame = FRAME;
info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
info.m_nAlbedo = ALBEDO;
info.m_nSelfIllumTint = SELFILLUMTINT;
info.m_nDetail = DETAIL;
info.m_nDetailFrame = DETAILFRAME;
info.m_nDetailScale = DETAILSCALE;
info.m_nEnvmap = ENVMAP;
info.m_nEnvmapFrame = ENVMAPFRAME;
info.m_nEnvmapMask = ENVMAPMASK;
info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME;
info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM;
info.m_nEnvmapTint = ENVMAPTINT;
info.m_nBumpmap = BUMPMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
info.m_nEnvmapContrast = ENVMAPCONTRAST;
info.m_nEnvmapSaturation = ENVMAPSATURATION;
info.m_nAlphaTestReference = -1;
info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
info.m_nSelfIllumEnvMapMask_Alpha = SELFILLUM_ENVMAPMASK_ALPHA;
info.m_nAmbientOnly = AMBIENTONLY;
info.m_nEntityOrigin = ENTITYORIGIN;
info.m_nWarpParam = WARPPARAM;
info.m_nFlowMap = FLOWMAP;
info.m_nSelfIllumMap = SELFILLUMMAP;
info.m_nUnlit = UNLIT;
info.m_nPhongExponent = PHONGEXPONENT;
info.m_nPhongExponentTexture = PHONGEXPONENTTEXTURE;
info.m_nDiffuseWarpTexture = LIGHTWARPTEXTURE;
info.m_nPhongWarpTexture = PHONGWARPTEXTURE;
info.m_nPhongBoost = PHONGBOOST;
info.m_nPhongFresnelRanges = PHONGFRESNELRANGES;
info.m_nPhong = PHONG;
}
SHADER_INIT_PARAMS()
{
VortWarp_DX9_Vars_t vars;
if( !params[BUMPMAP]->IsDefined() )
{
params[BUMPMAP]->SetStringValue( "dev/flat_normal" );
}
SetupVars( vars );
if( !params[UNLIT]->IsDefined() )
{
params[UNLIT]->SetIntValue( 0 );
}
if( !params[SELFILLUMTINT]->IsDefined() )
{
params[SELFILLUMTINT]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
}
InitParamsVertexLitGeneric_DX9( this, params, pMaterialName, true, vars );
}
SHADER_FALLBACK
{
if (g_pHardwareConfig->GetDXSupportLevel() < 90)
return "vortwarp_DX8";
return 0;
}
SHADER_INIT
{
VortWarp_DX9_Vars_t vars;
SetupVars( vars );
InitVertexLitGeneric_DX9( this, params, true, vars );
if( params[FLOWMAP]->IsDefined() )
{
LoadTexture( FLOWMAP );
}
if( params[SELFILLUMMAP]->IsDefined() )
{
LoadTexture( SELFILLUMMAP );
}
}
SHADER_DRAW
{
VortWarp_DX9_Vars_t vars;
SetupVars( vars );
// UGH!!! FIXME!!!!! Should fix VertexlitGeneric_dx9_helper so that you
// can override the vertex shader/pixel shader used (along with the combo vars).
bool bHasFlashlight = UsingFlashlight( params );
if ( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
{
DrawVortWarp_DX9( this, params, pShaderAPI, pShaderShadow, true, false, vars, vertexCompression );
SHADOW_STATE
{
SetInitialShadowState();
}
}
DrawVortWarp_DX9( this, params, pShaderAPI, pShaderShadow, true, bHasFlashlight, vars, vertexCompression );
}
END_SHADER