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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/cloak_dx9_helper.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/cloak_dx9_helper.cpp')
| -rw-r--r-- | materialsystem/stdshaders/cloak_dx9_helper.cpp | 341 |
1 files changed, 341 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/cloak_dx9_helper.cpp b/materialsystem/stdshaders/cloak_dx9_helper.cpp new file mode 100644 index 0000000..623a0e5 --- /dev/null +++ b/materialsystem/stdshaders/cloak_dx9_helper.cpp @@ -0,0 +1,341 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//===========================================================================// + +#include "BaseVSShader.h" +#include "cloak_dx9_helper.h" +#include "../shaderapidx9/locald3dtypes.h" +#include "convar.h" +#include "cpp_shader_constant_register_map.h" +#include "cloak_vs20.inc" +#include "cloak_ps20.inc" +#include "cloak_ps20b.inc" + +#ifndef _X360 +#include "cloak_vs30.inc" +#include "cloak_ps30.inc" +#endif + +static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT ); + +// FIXME: doesn't support fresnel! +void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Cloak_DX9_Vars_t &info ) +{ + SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); + SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); + + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); + + if( !params[info.m_nFresnelReflection]->IsDefined() ) + { + params[info.m_nFresnelReflection]->SetFloatValue( 1.0f ); + } + if( !params[info.m_nMasked]->IsDefined() ) + { + params[info.m_nMasked]->SetIntValue( 0 ); + } + SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); +} + +void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info ) +{ + if (params[info.m_nBaseTexture]->IsDefined() ) + { + pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB ); + } + + if (params[info.m_nNormalMap]->IsDefined() ) + { + pShader->LoadBumpMap( info.m_nNormalMap ); + } + + if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() ) + { + pShader->LoadTexture( info.m_nDiffuseWarpTexture ); + } + + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); +} + +void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, + IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression ) +{ + bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL ); + bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0); + bool hasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture(); + bool hasPhongExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture(); + bool hasPhongTintMap = hasPhongExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 ); + bool bHasRimLight = (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 ); + bool bHasRimMaskMap = hasPhongExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 ); + + SHADOW_STATE + { + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); + + pShader->SetInitialShadowState( ); + + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Always SRGB read on base map + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Refraction map sampler... + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); + + pShaderShadow->EnableSRGBWrite( true ); + + unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; + int nTexCoordCount = 1; + int userDataSize = 0; + if( bIsModel ) + { + userDataSize = 4; + } + else + { + flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T; + } + + // This shader supports compressed vertices, so OR in that flag: + flags |= VERTEX_FORMAT_COMPRESSED; + + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_STATIC_VERTEX_SHADER( cloak_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); + SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); + SET_STATIC_VERTEX_SHADER( cloak_vs20 ); + + // Bind ps_2_b shader so we can get Phong terms + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( cloak_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); + SET_STATIC_PIXEL_SHADER( cloak_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( cloak_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); + SET_STATIC_PIXEL_SHADER( cloak_ps20 ); + } + } +#ifndef _X360 + else + { + // The vertex shader uses the vertex id stream + SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); + + DECLARE_STATIC_VERTEX_SHADER( cloak_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel ); + SET_STATIC_VERTEX_SHADER( cloak_vs30 ); + + // Bind ps_2_b shader so we can get Phong terms + DECLARE_STATIC_PIXEL_SHADER( cloak_ps30 ); + SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp ); + SET_STATIC_PIXEL_SHADER( cloak_ps30 ); + } +#endif + + pShader->DefaultFog(); + + if( bMasked ) + { + pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); + } + } + DYNAMIC_STATE + { + pShaderAPI->SetDefaultState(); + + // Bind textures + pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, 0 ); // Base Map + pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map + pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); // Normal Map + pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Normalization cube map + + if ( hasDiffuseWarp ) + { + if ( r_lightwarpidentity.GetBool() ) + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_IDENTITY_LIGHTWARP ); + } + else + { + pShader->BindTexture( SHADER_SAMPLER1, info.m_nDiffuseWarpTexture ); // Light warp texture + } + } + + MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); + int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; + + LightState_t lightState; + pShaderAPI->GetDX9LightState( &lightState ); + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 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( cloak_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( cloak_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( cloak_ps20b ); + } + else + { + // JasonM Hack + // + // In general, cloaking on ps_2_0 needs re-working for multipass...yuck... + // + int nPS20NumLights = max( lightState.m_nNumLights, 1 ); + DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nPS20NumLights ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( cloak_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( cloak_vs30 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( cloak_vs30 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps30 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( cloak_ps30 ); + } +#endif + + pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform ); + + if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) + { + pShader->SetPixelShaderConstant( 27, info.m_nRefractTint ); + } + else + { + pShader->SetPixelShaderConstantGammaToLinear( 27, info.m_nRefractTint ); + } + + pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); + + // Pack phong exponent in with the eye position + float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {1, 0.5, 1, 1}; + float vSpecularTint[4] = {1, 1, 1, 1}, vRimBoost[4] = {1, 1, 1, 1}; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); + + if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() ) + vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map + else + vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent + + if ( (info.m_nPhongTint != -1 ) && params[info.m_nPhongTint]->IsDefined() ) // Get the tint parameter + params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 4); + + // Get the rim light power (goes in w of Phong tint) + if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() ) + { + vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue(); + vSpecularTint[3] = max(vSpecularTint[3], 1.0f); // Make sure this is at least 1 + } + + // Get the rim boost power (goes in w of flashlight position) + if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() ) + { + vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue(); + } + + // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term + if ( bHasRimMaskMap ) + { + float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code + vRimMaskControl[0] = params[info.m_nRimMask]->GetFloatValue(); + pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 ); + } + + // If it's all zeros, there was no constant tint in the vmt + if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) ) + { + if ( hasPhongTintMap ) // If we have a map to use, tell the shader + { + vSpecularTint[0] = -1; + } + else // Otherwise, just tint with white + { + vSpecularTint[0] = 1.0f; + vSpecularTint[1] = 1.0f; + vSpecularTint[2] = 1.0f; + } + } + + if ( (info.m_nPhongFresnelRanges != -1 ) && params[info.m_nPhongFresnelRanges]->IsDefined() ) + { + params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional fresnel range parameters + // Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2) + vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2; + vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2; + } + + if ( ( info.m_nPhongBoost != -1 ) &¶ms[info.m_nPhongBoost]->IsDefined() ) // Grab optional phong boost param + vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue(); + else + vFresnelRanges_SpecBoost[3] = 1.0f; + + pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); + pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); + + pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); + pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass + + pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); + + // Lighting constants + + pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); + pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); + + // 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 ); + + // Cloaking control constants + float vCloakControls[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 0.0f }; + pShaderAPI->SetPixelShaderConstant( 3, vCloakControls, 1 ); + } + pShader->Draw(); +} |