//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ //===========================================================================// #include "BaseVSShader.h" #include "projected_dx9_helper.h" #include "..\shaderapidx9\locald3dtypes.h" #include "convar.h" #include "cpp_shader_constant_register_map.h" #include "projected_vs20.inc" #include "projected_vs30.inc" #include "projected_ps20.inc" #include "projected_ps20b.inc" #include "projected_ps30.inc" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" void InitParamsProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Projected_DX9_Vars_t &info ) { SET_FLAGS( MATERIAL_VAR_NOCULL ); SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); } void InitProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, Projected_DX9_Vars_t &info ) { if ( params[ info.m_nBaseTexture ]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture ); } if ( info.m_nFoW != -1 && params[ info.m_nFoW ]->IsDefined() ) { pShader->LoadTexture( info.m_nFoW ); } } void DrawProjected_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Projected_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) { bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); bool bHasFoW = ( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ); if ( bHasFoW == true ) { ITexture *pTexture = params[ info.m_nFoW ]->GetTextureValue(); if ( ( pTexture->GetFlags() & TEXTUREFLAGS_RENDERTARGET ) == 0 ) { bHasFoW = false; } } SHADOW_STATE { pShader->SetInitialShadowState( ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); // Always SRGB read on base map 1 pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if ( bHasFoW ) { // pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, true ); // Always SRGB read on base map pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); } pShaderShadow->EnableSRGBWrite( true ); unsigned int flags = VERTEX_POSITION | VERTEX_FORMAT_COMPRESSED; int nTexCoordCount = 0; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, 0 ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_STATIC_VERTEX_SHADER( projected_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER( projected_vs20 ); // Bind ps_2_b shader so we can get Phong terms if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( projected_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_PIXEL_SHADER( projected_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( projected_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_PIXEL_SHADER( projected_ps20 ); } } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( projected_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER( projected_vs30 ); // Bind ps_2_b shader so we can get Phong terms DECLARE_STATIC_PIXEL_SHADER( projected_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_PIXEL_SHADER( projected_ps30 ); } #endif pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableDepthTest( true ); pShaderShadow->EnableDepthWrites( false ); pShader->DefaultFog(); pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); pShaderShadow->EnableBlending( true ); // Lighting constants pShader->PI_BeginCommandBuffer(); pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE ); pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY ); pShader->PI_EndCommandBuffer(); } DYNAMIC_STATE { pShaderAPI->SetDefaultState(); int numBones = pShaderAPI->GetCurrentNumBones(); // Bind textures pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture ); // Base Map 1 if ( bHasFoW ) { pShader->BindTexture( SHADER_SAMPLER10, info.m_nFoW, -1 ); float vFoWSize[ 4 ]; Vector vMins = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MINS ); Vector vMaxs = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MAXS ); vFoWSize[ 0 ] = vMins.x; vFoWSize[ 1 ] = vMins.y; vFoWSize[ 2 ] = vMaxs.x - vMins.x; vFoWSize[ 3 ] = vMaxs.y - vMins.y; pShaderAPI->SetVertexShaderConstant( 26, vFoWSize ); } #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { DECLARE_DYNAMIC_VERTEX_SHADER( projected_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0 ) ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, ( int )vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( projected_vs20 ); // Bind ps_2_b shader so we can get Phong, rim and a cloudier refraction if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( projected_ps20b ); SET_DYNAMIC_PIXEL_SHADER( projected_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( projected_ps20 ); SET_DYNAMIC_PIXEL_SHADER( projected_ps20 ); } } #ifndef _X360 else { DECLARE_DYNAMIC_VERTEX_SHADER( projected_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0 ) ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, ( int )vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( projected_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( projected_ps30 ); SET_DYNAMIC_PIXEL_SHADER( projected_ps30 ); } #endif pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nBaseTextureTransform ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); VMatrix worldToTexture; FlashlightState_t state = pShaderAPI->GetFlashlightState( worldToTexture ); Vector4D vLightDir; vLightDir.AsVector3D() = state.m_vecLightOrigin; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vLightDir.Base() ); Vector4D vProjectionSize( state.m_flProjectionSize * 2.0f, state.m_flProjectionRotation, 0.0f, 0.0f ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vProjectionSize.Base() ); pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_COLOR, &state.m_Color[ 0 ], 1 ); // Set c0 and c1 to contain first two rows of ViewProj matrix VMatrix matView, matProj, matViewProj; pShaderAPI->GetMatrix( MATERIAL_VIEW, matView.m[0] ); pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.m[0] ); matViewProj = matView * matProj; pShaderAPI->SetPixelShaderConstant( 0, matViewProj.m[0], 2 ); } pShader->Draw(); }