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authorJoe Ludwig <[email protected]>2013-07-17 18:26:59 -0700
committerJoe Ludwig <[email protected]>2013-07-17 18:26:59 -0700
commite16ea21dc8a710237ade8413207f58d403c616a3 (patch)
tree85dcfbda9881e4e022dedafefbc2727e2fd2aa59 /mp/src/materialsystem/stdshaders/example_model_dx9_helper.cpp
parentMerge pull request #36 from AnAkIn1/fogplayerparams_fix (diff)
downloadsource-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.tar.xz
source-sdk-2013-e16ea21dc8a710237ade8413207f58d403c616a3.zip
* Added support for building shaders in your mod
* Added nav mesh support * fixed many warnings and misc bugs * Fixed the create*projects scripts in mp * Added a bunch of stuff to .gitignore
Diffstat (limited to 'mp/src/materialsystem/stdshaders/example_model_dx9_helper.cpp')
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+#include "BaseVSShader.h"
+#include "example_model_dx9_helper.h"
+#include "convar.h"
+#include "cpp_shader_constant_register_map.h"
+#include "example_model_vs20.inc"
+#include "example_model_ps20b.inc"
+#include "commandbuilder.h"
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
+static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
+static ConVar r_rimlight( "r_rimlight", "1", FCVAR_CHEAT );
+
+// Textures may be bound to the following samplers:
+// SHADER_SAMPLER0 Base (Albedo) / Gloss in alpha
+// SHADER_SAMPLER4 Flashlight Shadow Depth Map
+// SHADER_SAMPLER5 Normalization cube map
+// SHADER_SAMPLER6 Flashlight Cookie
+
+
+//-----------------------------------------------------------------------------
+// Initialize shader parameters
+//-----------------------------------------------------------------------------
+void InitParamsExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ExampleModel_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" );
+ }
+
+ // This shader can be used with hw skinning
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+}
+
+//-----------------------------------------------------------------------------
+// Initialize shader
+//-----------------------------------------------------------------------------
+void InitExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, ExampleModel_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;
+ }
+ }
+}
+
+class CExampleModel_DX9_Context : public CBasePerMaterialContextData
+{
+public:
+ CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
+ bool m_bFastPath;
+
+};
+
+//-----------------------------------------------------------------------------
+// Draws the shader
+//-----------------------------------------------------------------------------
+void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
+ bool bHasFlashlight, ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
+ CBasePerMaterialContextData **pContextDataPtr )
+{
+ bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
+ bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
+
+ BlendType_t nBlendType= pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
+ bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested && !bHasFlashlight;
+
+ CExampleModel_DX9_Context *pContextData = reinterpret_cast< CExampleModel_DX9_Context *> ( *pContextDataPtr );
+ if ( !pContextData )
+ {
+ pContextData = new CExampleModel_DX9_Context;
+ *pContextDataPtr = pContextData;
+ }
+
+ if( pShader->IsSnapshotting() )
+ {
+ 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() );
+ }
+
+ int nShadowFilterMode = 0;
+ if( bHasFlashlight )
+ {
+ if (params[info.m_nBaseTexture]->IsTexture())
+ {
+ 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 );
+
+ // Be sure not to write to dest alpha
+ pShaderShadow->EnableAlphaWrites( false );
+
+ nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
+ }
+ else // not flashlight pass
+ {
+ if (params[info.m_nBaseTexture]->IsTexture())
+ {
+ pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
+ }
+ }
+
+ unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
+ int userDataSize = 0;
+
+ // Always enable...will bind white if nothing specified...
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+
+ if( bHasFlashlight )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
+ pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
+ pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
+ userDataSize = 4; // tangent S
+ }
+
+ // Always enable, since flat normal will be bound
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
+ userDataSize = 4; // tangent S
+ pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map
+ pShaderShadow->EnableSRGBWrite( true );
+
+ // texcoord0 : base texcoord, texcoord2 : decal hw morph delta
+ int pTexCoordDim[3] = { 2, 0, 3 };
+ int nTexCoordCount = 1;
+
+ // This shader supports compressed vertices, so OR in that flag:
+ flags |= VERTEX_FORMAT_COMPRESSED;
+
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
+
+ DECLARE_STATIC_VERTEX_SHADER( example_model_vs20 );
+ SET_STATIC_VERTEX_SHADER( example_model_vs20 );
+
+ // Assume we're only going to get in here if we support 2b
+ DECLARE_STATIC_PIXEL_SHADER( example_model_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
+ SET_STATIC_PIXEL_SHADER( example_model_ps20b );
+
+ if( bHasFlashlight )
+ {
+ pShader->FogToBlack();
+ }
+ else
+ {
+ pShader->DefaultFog();
+ }
+
+ // HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
+ pShaderShadow->EnableAlphaWrites( bFullyOpaque );
+ }
+ else // not snapshotting -- begin dynamic state
+ {
+ bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+
+ if( bHasBaseTexture )
+ {
+ pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
+ }
+ else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
+ }
+
+ LightState_t lightState = { 0, false, false };
+ bool bFlashlightShadows = false;
+ if( bHasFlashlight )
+ {
+ Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
+ pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
+ VMatrix worldToTexture;
+ ITexture *pFlashlightDepthTexture;
+ FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
+ bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
+
+ SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
+
+ if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
+ {
+ pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
+ }
+ }
+ else // no flashlight
+ {
+ pShaderAPI->GetDX9LightState( &lightState );
+ }
+
+ MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+ int numBones = pShaderAPI->GetCurrentNumBones();
+
+ bool bWriteDepthToAlpha = false;
+ bool bWriteWaterFogToAlpha = false;
+ if( bFullyOpaque )
+ {
+ bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
+ bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
+ AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
+ }
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
+
+ pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
+ pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
+ pShader->SetAmbientCubeDynamicStateVertexShader();
+
+ if( !bHasFlashlight )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
+ }
+
+ pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight
+ pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
+
+ // handle mat_fullbright 2 (diffuse lighting only)
+ if( bLightingOnly )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
+ }
+
+ pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
+
+ if( bHasFlashlight )
+ {
+ VMatrix worldToTexture;
+ float atten[4], pos[4], tweaks[4];
+
+ const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
+ SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
+
+ pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
+
+ atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
+ atten[1] = flashlightState.m_fLinearAtten;
+ atten[2] = flashlightState.m_fQuadraticAtten;
+ atten[3] = flashlightState.m_FarZ;
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
+
+ pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
+ pos[1] = flashlightState.m_vecLightOrigin[1];
+ pos[2] = flashlightState.m_vecLightOrigin[2];
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
+
+ // Tweaks associated with a given flashlight
+ tweaks[0] = ShadowFilterFromState( flashlightState );
+ tweaks[1] = ShadowAttenFromState( flashlightState );
+ pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
+ pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
+
+ // Dimensions of screen, used for screen-space noise map sampling
+ float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
+ int nWidth, nHeight;
+ pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
+ vScreenScale[0] = (float) nWidth / 32.0f;
+ vScreenScale[1] = (float) nHeight / 32.0f;
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
+ }
+ }
+ pShader->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws the shader
+//-----------------------------------------------------------------------------
+void DrawExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
+ ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
+
+{
+ bool bHasFlashlight = pShader->UsingFlashlight( params );
+ if ( bHasFlashlight )
+ {
+ DrawExampleModel_DX9_Internal( pShader, params, pShaderAPI, pShaderShadow, false, info, vertexCompression, pContextDataPtr++ );
+ if ( pShaderShadow )
+ {
+ pShader->SetInitialShadowState( );
+ }
+ }
+ DrawExampleModel_DX9_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
+}