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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp
downloadarchived-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.cpp303
1 files changed, 303 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp
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+++ b/materialsystem/stdshaders/particlelitgeneric_dx9_helper.cpp
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+//========= 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