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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/weapon_sheen_pass_helper.cpp
downloadarchived-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.cpp291
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
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+++ b/materialsystem/stdshaders/weapon_sheen_pass_helper.cpp
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+//========= 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;
+} \ No newline at end of file