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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/particlelitgeneric_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/particlelitgeneric_dx9_helper.cpp')
| -rw-r--r-- | materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp | 303 |
1 files changed, 303 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp new file mode 100644 index 0000000..7ec4ce3 --- /dev/null +++ b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp @@ -0,0 +1,303 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//===========================================================================// + +#if 0 + +#include "particlelitgeneric_dx9_helper.h" +#include "BaseVSShader.h" +#include "particlelit_generic_vs30.inc" +#include "particlelit_generic_ps30.inc" +#include "convar.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +//----------------------------------------------------------------------------- +// Initialize shader parameters +//----------------------------------------------------------------------------- +void InitParamsParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ParticleLitGeneric_DX9_Vars_t &info ) +{ + // FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture + Assert( info.m_nFlashlightTexture >= 0 ); + + if ( g_pHardwareConfig->SupportsBorderColor() ) + { + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); + } + else + { + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); + } + + + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); + CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + + if( (info.m_nBumpFrame != -1) && !params[info.m_nBumpFrame]->IsDefined() ) + { + params[info.m_nBumpFrame]->SetIntValue( 0 ); + } + + if( (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() ) + { + SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); + } + else + { + CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); + } +} + + +//----------------------------------------------------------------------------- +// Initialize shader +//----------------------------------------------------------------------------- +void InitParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, ParticleLitGeneric_DX9_Vars_t &info ) +{ + Assert( info.m_nFlashlightTexture >= 0 ); + pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB ); + + bool bIsBaseTextureTranslucent = false; + if ( params[info.m_nBaseTexture]->IsDefined() ) + { + pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB ); + + if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) + { + bIsBaseTextureTranslucent = true; + } + } + // No alpha channel in any of the textures? No self illum or envmapmask + if ( !bIsBaseTextureTranslucent ) + { + CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + } + + if ( g_pConfig->UseBumpmapping() ) + { + if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() ) + { + pShader->LoadBumpMap( info.m_nBumpmap ); + SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL ); + } + } + + // Don't alpha test if the alpha channel is used for other purposes + if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) + { + CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); + } +} + + +//----------------------------------------------------------------------------- +// Draws the shader +//----------------------------------------------------------------------------- +void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, + IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, ParticleLitGeneric_DX9_Vars_t &info ) +{ + bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); + bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture(); + bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); + bool hasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); + bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; + bool bNoFog = IS_FLAG_SET( MATERIAL_VAR_NOFOG ); + + HDRType_t hdrType = g_pHardwareConfig->GetHDRType(); + + BlendType_t blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true ); + if( pShader->IsSnapshotting() ) + { + // look at color and alphamod stuff. + // Unlit generic never uses the flashlight + bool hasFlashlight = CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT ); + 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 ) + { + pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); + 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 + { + pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true ); + } + + unsigned int flags = VERTEX_POSITION; + + int userDataSize = 0; + if( hasBaseTexture ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + } + if( hasFlashlight ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true ); + userDataSize = 4; // tangent S + } + if( hasBump ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + userDataSize = 4; // tangent S + // Normalizing cube map + pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); + } + if( hasVertexColor || hasVertexAlpha ) + { + flags |= VERTEX_COLOR; + } + + pShaderShadow->EnableSRGBWrite( true ); + + // texcoord0 : base texcoord + int pTexCoordCount[2] = { 2, 3 }; + pShaderShadow->VertexShaderVertexFormat( + flags, 2, pTexCoordCount, 0, userDataSize ); + + DECLARE_STATIC_VERTEX_SHADER( particlelit_generic_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert); + SET_STATIC_VERTEX_SHADER( particlelit_generic_vs30 ); + + DECLARE_STATIC_PIXEL_SHADER( particlelit_generic_ps30 ); + SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert); +// SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); + SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, hdrType ); + SET_STATIC_PIXEL_SHADER( particlelit_generic_ps30 ); + + if( hasFlashlight ) + { + pShader->FogToBlack(); + } + else + { + pShader->DefaultFog(); + } + + // HACK HACK HACK - enable alpha writes all the time so that we have them for + // underwater stuff + if( blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested ) + { + pShaderShadow->EnableAlphaWrites( true ); + } + } + else + { + bool hasFlashlight = pShaderAPI->InFlashlightMode(); + + if( hasBaseTexture ) + { + pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); + } + 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( hasFlashlight ) + { + Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); + pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); + } + + LightState_t lightState = { 0, false, false }; + if( !hasFlashlight ) + pShaderAPI->GetDX9LightState( &lightState ); + + MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); +// int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; + + DECLARE_DYNAMIC_VERTEX_SHADER( particlelit_generic_vs30 ); + SET_DYNAMIC_VERTEX_SHADER( particlelit_generic_vs30 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( particlelit_generic_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( STATIC_LIGHT, lightState.m_bStaticLight ? 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() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, pShader->IsHDREnabled() ); + SET_DYNAMIC_PIXEL_SHADER( particlelit_generic_ps30 ); + + pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); + if( hasBump ) + { + pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); + } + if( hasBump ) + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); + pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 ); + pShaderAPI->CommitPixelShaderLighting( 13 ); + } + + float eyePos[4]; + pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); + pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 ); + pShaderAPI->SetPixelShaderFogParams( 21 ); + + // 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(); +} + +// Commenting out this entire file +#endif |