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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/weapon_sheen_pass_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/weapon_sheen_pass_helper.cpp')
| -rw-r--r-- | materialsystem/stdshaders/weapon_sheen_pass_helper.cpp | 291 |
1 files changed, 291 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/weapon_sheen_pass_helper.cpp b/materialsystem/stdshaders/weapon_sheen_pass_helper.cpp new file mode 100644 index 0000000..05fb43f --- /dev/null +++ b/materialsystem/stdshaders/weapon_sheen_pass_helper.cpp @@ -0,0 +1,291 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// + +/* Based heavily on cloak_blended_pass, look at cloak_blended_pass_helper.cpp + +==================================================================================================== */ + +#include "BaseVSShader.h" +#include "mathlib/vmatrix.h" +#include "weapon_sheen_pass_helper.h" +#include "convar.h" + +// Auto generated inc files +#include "weapon_sheen_pass_vs20.inc" +#include "weapon_sheen_pass_ps20.inc" +#include "weapon_sheen_pass_ps20b.inc" + +#ifndef _X360 +#include "weapon_sheen_pass_vs30.inc" +#include "weapon_sheen_pass_ps30.inc" +#endif + +void InitParamsWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, WeaponSheenPassVars_t &info ) +{ + // Set material flags + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + SET_FLAGS( MATERIAL_VAR_MODEL ); + SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); + + // Set material parameter default values + if ( ( info.m_nSheenMapMaskFrame != -1 ) && ( !params[info.m_nSheenMapMaskFrame]->IsDefined() ) ) + { + params[info.m_nSheenMapMaskFrame]->SetFloatValue( 0 ); + } + + if ( ( info.m_nSheenMapTint != -1 ) && ( !params[info.m_nSheenMapTint]->IsDefined() ) ) + { + params[info.m_nSheenMapTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f ); + } + + if ( ( info.m_nSheenMapMaskScaleX != -1 ) && ( !params[info.m_nSheenMapMaskScaleX]->IsDefined() ) ) + { + params[info.m_nSheenMapMaskScaleX]->SetFloatValue( 1.0f ); + } + if ( ( info.m_nSheenMapMaskScaleY != -1 ) && ( !params[info.m_nSheenMapMaskScaleY]->IsDefined() ) ) + { + params[info.m_nSheenMapMaskScaleY]->SetFloatValue( 1.0f ); + } + + if ( ( info.m_nSheenMapMaskOffsetX != -1 ) && ( !params[info.m_nSheenMapMaskOffsetX]->IsDefined() ) ) + { + params[info.m_nSheenMapMaskOffsetX]->SetFloatValue( 0 ); + } + if ( ( info.m_nSheenMapMaskOffsetY != -1 ) && ( !params[info.m_nSheenMapMaskOffsetY]->IsDefined() ) ) + { + params[info.m_nSheenMapMaskOffsetY]->SetFloatValue( 0 ); + } + + if ( ( info.m_nSheenMapMaskDirection != -1 ) && ( !params[info.m_nSheenMapMaskDirection]->IsDefined() ) ) + { + params[info.m_nSheenMapMaskDirection]->SetFloatValue( 0 ); + } + + if( (info.m_nSheenIndex != -1 ) && !params[info.m_nSheenIndex]->IsDefined() ) + { + params[info.m_nSheenIndex]->SetIntValue( 0 ); + } + + if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() ) + { + params[info.m_nBumpFrame]->SetIntValue( 0 ); + } +} + +void InitWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, WeaponSheenPassVars_t &info ) +{ + // Load textures + if ( g_pConfig->UseBumpmapping() ) + { + if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() ) + { + pShader->LoadTexture( info.m_nBumpmap ); + } + } + + if ( (info.m_nSheenMap != -1) && params[info.m_nSheenMap]->IsDefined() ) + { + pShader->LoadCubeMap( info.m_nSheenMap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 ); + } + + if ( (info.m_nSheenMapMask != -1) && params[info.m_nSheenMapMask]->IsDefined() ) + { + pShader->LoadTexture( info.m_nSheenMapMask ); + } + +} + +void DrawWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, + IShaderShadow* pShaderShadow, WeaponSheenPassVars_t &info, VertexCompressionType_t vertexCompression ) +{ + bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1; + + SHADOW_STATE + { + // Reset shadow state manually since we're drawing from two materials + pShader->SetInitialShadowState( ); + + // Set stream format (note that this shader supports compression) + unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; + int nTexCoordCount = 1; + int userDataSize = 0; + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + // Vertex Shader + DECLARE_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs20 ); + + // Pixel Shader + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20 ); + } + } +#ifndef _X360 + else + { + // The vertex shader uses the vertex id stream + SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); + + // Vertex Shader + DECLARE_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs30 ); + + // Pixel Shader + DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps30 ); + SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 ); + SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps30 ); + } +#endif + + // Textures + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + if ( bBumpMapping ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB + } + pShaderShadow->EnableSRGBWrite( true ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) + { + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); + } + + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) + { + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true ); + } + + // Blending + pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + pShaderShadow->EnableAlphaWrites( false ); + + // !!! We need to turn this back on because EnableAlphaBlending() above disables it! + pShaderShadow->EnableDepthWrites( true ); + } + DYNAMIC_STATE + { + // Reset render state manually since we're drawing from two materials + pShaderAPI->SetDefaultState(); + + // Set Vertex Shader Constants + if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) ) + { + pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform ); + } + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + // Set Vertex Shader Combos + DECLARE_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs20 ); + + // Set Pixel Shader Combos + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20 ); + } + } +#ifndef _X360 + else + { + pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); + + // Set Vertex Shader Combos + DECLARE_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs30 ); + 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( weapon_sheen_pass_vs30 ); + + // Set Pixel Shader Combos + DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps30 ); + SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps30 ); + } +#endif + + // Bind textures + pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map + if ( bBumpMapping ) + { + pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame ); + } + + if ( info.m_nSheenMap != -1 ) + { + pShader->BindTexture( SHADER_SAMPLER2, info.m_nSheenMap, -1 ); + } + + if ( info.m_nSheenMapMask != -1 ) + { + pShader->BindTexture( SHADER_SAMPLER3, info.m_nSheenMapMask, info.m_nSheenMapMaskFrame ); + } + + // Set Pixel Shader Constants + float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos ); + pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 ); + + float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nSheenMapMaskScaleX ) ? params[info.m_nSheenMapMaskScaleX]->GetFloatValue() : 1.0f; + vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nSheenMapMaskScaleY ) ? params[info.m_nSheenMapMaskScaleY]->GetFloatValue() : 1.0f; + vPackedConst1[2] = IS_PARAM_DEFINED( info.m_nSheenMapMaskOffsetX ) ? params[info.m_nSheenMapMaskOffsetX]->GetFloatValue() : 0.0f; + vPackedConst1[3] = IS_PARAM_DEFINED( info.m_nSheenMapMaskOffsetY ) ? params[info.m_nSheenMapMaskOffsetY]->GetFloatValue() : 0.0f; + pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 ); + + float vPackedConst2[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; + vPackedConst2[0] = IS_PARAM_DEFINED( info.m_nSheenMapMaskDirection ) ? params[info.m_nSheenMapMaskDirection]->GetFloatValue() : 0.0f; + vPackedConst2[1] = IS_PARAM_DEFINED( info.m_nSheenIndex ) ? params[info.m_nSheenIndex]->GetFloatValue() : 0.0f; + pShaderAPI->SetPixelShaderConstant( 7, vPackedConst2, 1 ); + + // Map color tint + pShaderAPI->SetPixelShaderConstant( 8, IS_PARAM_DEFINED( info.m_nSheenMapTint ) ? params[info.m_nSheenMapTint]->GetVecValue() : kDefaultSheenColorTint, 1 ); + + // Set c0 and c1 to contain first two rows of ViewProj matrix + VMatrix mView, mProj; + pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] ); + pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] ); + VMatrix mViewProj = mView * mProj; + mViewProj = mViewProj.Transpose3x3(); + pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 ); + } + pShader->Draw(); +} + +bool ShouldDrawMaterialSheen ( IMaterialVar** params, WeaponSheenPassVars_t &info ) +{ + // If the frame is zero we're not rendering + if ( IS_PARAM_DEFINED( info.m_nSheenMapMaskFrame ) && params[info.m_nSheenMapMaskFrame]->GetIntValue() > 0 ) + { + return true; + } + + return false; +}
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