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309
materialsystem/stdshaders/multiblend_dx9_helper.cpp
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309
materialsystem/stdshaders/multiblend_dx9_helper.cpp
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//===== Copyright <20> 1996-2005, 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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#include "BaseVSShader.h"
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#include "multiblend_dx9_helper.h"
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#include "..\shaderapidx9\locald3dtypes.h"
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#include "convar.h"
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#include "cpp_shader_constant_register_map.h"
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#include "multiblend_vs20.inc"
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#include "multiblend_vs30.inc"
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#include "multiblend_ps20.inc"
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#include "multiblend_ps20b.inc"
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#include "multiblend_ps30.inc"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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// FIXME: doesn't support fresnel!
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void InitParamsMultiblend_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Multiblend_DX9_Vars_t &info )
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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void InitMultiblend_DX9( CBaseVSShader *pShader, IMaterialVar** params, Multiblend_DX9_Vars_t &info )
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{
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if ( params[ info.m_nBaseTexture ]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture );
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}
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if ( info.m_nSpecTexture != -1 && params[ info.m_nSpecTexture ]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nSpecTexture );
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}
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if ( info.m_nBaseTexture2 != -1 && params[ info.m_nBaseTexture2 ]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture2 );
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}
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if ( info.m_nSpecTexture2 != -1 && params[ info.m_nSpecTexture2 ]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nSpecTexture2 );
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}
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if ( info.m_nBaseTexture3 != -1 && params[ info.m_nBaseTexture3 ]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture3 );
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}
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if ( info.m_nSpecTexture3 != -1 && params[ info.m_nSpecTexture3 ]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nSpecTexture3 );
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}
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if ( info.m_nBaseTexture4 != -1 && params[ info.m_nBaseTexture4 ]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture4 );
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}
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if ( info.m_nSpecTexture4 != -1 && params[ info.m_nSpecTexture4 ]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nSpecTexture4 );
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}
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}
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void DrawMultiblend_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, Multiblend_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
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{
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bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
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int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );
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bool bHasSpec1 = ( info.m_nSpecTexture != -1 && params[ info.m_nSpecTexture ]->IsDefined() );
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bool bHasSpec2 = ( info.m_nSpecTexture2 != -1 && params[ info.m_nSpecTexture2 ]->IsDefined() );
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bool bHasSpec3 = ( info.m_nSpecTexture3 != -1 && params[ info.m_nSpecTexture3 ]->IsDefined() );
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bool bHasSpec4 = ( info.m_nSpecTexture4 != -1 && params[ info.m_nSpecTexture4 ]->IsDefined() );
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bool bUsingEditor = pShader->CanUseEditorMaterials(); // pShader->UsingEditor( params );
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bool bSRGBLightMaps = ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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SHADOW_STATE
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{
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pShader->SetInitialShadowState( );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Always SRGB read on base map 1
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Always SRGB read on base map 2
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); // Always SRGB read on base map 3
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true ); // Always SRGB read on base map 4
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true ); // Always SRGB read on spec map 1
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true ); // Always SRGB read on spec map 1
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true ); // Always SRGB read on spec map 1
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true ); // Always SRGB read on spec map 1
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, bSRGBLightMaps );
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pShaderShadow->EnableSRGBWrite( true );
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pShaderShadow->EnableAlphaWrites( true ); // writing water fog alpha always.
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
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int nTexCoordCount = 8;
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static int s_TexCoordSize[]={ 2, //
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2, //
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0, //
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4, // alpha blend
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4, // vertex / blend color 0
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4, // vertex / blend color 1
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4, // vertex / blend color 2
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4 // vertex / blend color 3
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};
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, s_TexCoordSize, 0 );
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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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DECLARE_STATIC_VERTEX_SHADER( multiblend_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( SPECULAR, !bUsingEditor );
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
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SET_STATIC_VERTEX_SHADER( multiblend_vs20 );
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// Bind ps_2_b shader so we can get Phong terms
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( multiblend_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode );
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SET_STATIC_PIXEL_SHADER( multiblend_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( multiblend_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode );
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SET_STATIC_PIXEL_SHADER( multiblend_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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DECLARE_STATIC_VERTEX_SHADER( multiblend_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( SPECULAR, !bUsingEditor );
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SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
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SET_STATIC_VERTEX_SHADER( multiblend_vs30 );
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// Bind ps_2_b shader so we can get Phong terms
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DECLARE_STATIC_PIXEL_SHADER( multiblend_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode );
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SET_STATIC_PIXEL_SHADER( multiblend_ps30 );
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}
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#endif
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pShader->DefaultFog();
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float flLScale = pShaderShadow->GetLightMapScaleFactor();
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// Lighting constants
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pShader->PI_BeginCommandBuffer();
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pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
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// pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
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pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( PSREG_CONSTANT_02, flLScale );
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pShader->PI_EndCommandBuffer();
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}
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DYNAMIC_STATE
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{
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pShaderAPI->SetDefaultState();
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// Bind textures
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pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture ); // Base Map 1
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pShader->BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture2 ); // Base Map 2
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pShader->BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture3 ); // Base Map 3
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pShader->BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nBaseTexture4 ); // Base Map 4
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if ( bHasSpec1 == true )
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{
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pShader->BindTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nSpecTexture ); // Spec Map 1
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_BLACK );
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}
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if ( bHasSpec2 == true )
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{
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pShader->BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nSpecTexture2 ); // Spec Map 2
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_BLACK );
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}
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if ( bHasSpec3 == true )
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{
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pShader->BindTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nSpecTexture3 ); // Spec Map 3
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_BLACK );
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}
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if ( bHasSpec4 == true )
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{
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pShader->BindTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nSpecTexture4 ); // Spec Map 4
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}
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else
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_BLACK );
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}
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, ( bSRGBLightMaps ) ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, TEXTURE_LIGHTMAP );
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Vector4D vRotations( DEG2RAD( params[ info.m_nRotation ]->GetFloatValue() ), DEG2RAD( params[ info.m_nRotation2 ]->GetFloatValue() ),
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DEG2RAD( params[ info.m_nRotation3 ]->GetFloatValue() ), DEG2RAD( params[ info.m_nRotation4 ]->GetFloatValue() ) );
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pShaderAPI->SetVertexShaderConstant( 27, vRotations.Base() );
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Vector4D vScales( params[ info.m_nScale ]->GetFloatValue() > 0.0f ? params[ info.m_nScale ]->GetFloatValue() : 1.0f,
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params[ info.m_nScale2 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale2 ]->GetFloatValue() : 1.0f,
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params[ info.m_nScale3 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale3 ]->GetFloatValue() : 1.0f,
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params[ info.m_nScale4 ]->GetFloatValue() > 0.0f ? params[ info.m_nScale4 ]->GetFloatValue() : 1.0f );
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pShaderAPI->SetVertexShaderConstant( 28, vScales.Base() );
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Vector4D vLightDir;
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vLightDir.AsVector3D() = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_LIGHT_DIRECTION );
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vLightDir.w = pShaderAPI->GetFloatRenderingParameter( FLOAT_RENDERPARM_SPECULAR_POWER );
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pShaderAPI->SetVertexShaderConstant( 29, vLightDir.Base() );
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LightState_t lightState = {0, false, false};
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pShaderAPI->GetDX9LightState( &lightState );
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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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DECLARE_DYNAMIC_VERTEX_SHADER( multiblend_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( multiblend_vs20 );
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// Bind ps_2_b shader so we can get Phong, rim and a cloudier refraction
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( multiblend_ps20b );
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SET_DYNAMIC_PIXEL_SHADER( multiblend_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( multiblend_ps20 );
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SET_DYNAMIC_PIXEL_SHADER( multiblend_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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DECLARE_DYNAMIC_VERTEX_SHADER( multiblend_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER( multiblend_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( multiblend_ps30 );
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SET_DYNAMIC_PIXEL_SHADER( multiblend_ps30 );
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}
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#endif
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nBaseTextureTransform );
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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// Pack phong exponent in with the eye position
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float vEyePos_SpecExponent[4];
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float vSpecularTint[4] = {1, 1, 1, 1};
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
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// if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
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// vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map
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// else
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vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent
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// If it's all zeros, there was no constant tint in the vmt
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if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) )
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{
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vSpecularTint[0] = 1.0f;
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vSpecularTint[1] = 1.0f;
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vSpecularTint[2] = 1.0f;
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}
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pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
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// Set c0 and c1 to contain first two rows of ViewProj matrix
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VMatrix matView, matProj, matViewProj;
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pShaderAPI->GetMatrix( MATERIAL_VIEW, matView.m[0] );
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pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.m[0] );
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matViewProj = matView * matProj;
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pShaderAPI->SetPixelShaderConstant( 0, matViewProj.m[0], 2 );
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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}
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pShader->Draw();
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}
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