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-rw-r--r--materialsystem/stdshaders/cloak_dx9_helper.cpp341
1 files changed, 341 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/cloak_dx9_helper.cpp b/materialsystem/stdshaders/cloak_dx9_helper.cpp
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+++ b/materialsystem/stdshaders/cloak_dx9_helper.cpp
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+//========= 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 ) &&params[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();
+}