diff options
| author | Joe Ludwig <[email protected]> | 2013-12-23 14:58:45 -0800 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-12-23 15:00:03 -0800 |
| commit | 7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch) | |
| tree | ad65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/teeth.cpp | |
| parent | Merge pull request #182 from ardneran/master (diff) | |
| download | source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip | |
Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.
None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/teeth.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/teeth.cpp | 578 |
1 files changed, 578 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/teeth.cpp b/mp/src/materialsystem/stdshaders/teeth.cpp new file mode 100644 index 00000000..a3168822 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/teeth.cpp @@ -0,0 +1,578 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#include "BaseVSShader.h" +#include "cpp_shader_constant_register_map.h" + +#include "teeth_vs20.inc" +#include "teeth_flashlight_vs20.inc" +#include "teeth_bump_vs20.inc" +#include "teeth_ps20.inc" +#include "teeth_ps20b.inc" +#include "teeth_flashlight_ps20.inc" +#include "teeth_flashlight_ps20b.inc" +#include "teeth_bump_ps20.inc" +#include "teeth_bump_ps20b.inc" + +#ifndef _X360 +#include "teeth_vs30.inc" +#include "teeth_ps30.inc" +#include "teeth_bump_vs30.inc" +#include "teeth_bump_ps30.inc" +#include "teeth_flashlight_vs30.inc" +#include "teeth_flashlight_ps30.inc" +#endif + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX9 ) + +extern ConVar r_flashlight_version2; +BEGIN_VS_SHADER( Teeth_DX9, "Help for Teeth_DX9" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" ) + SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" ) + SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) + SHADER_PARAM( PHONGEXPONENT, SHADER_PARAM_TYPE_FLOAT, "100", "phong exponent" ) + SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" ) + SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" ) + SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + if ( g_pHardwareConfig->SupportsBorderColor() ) + { + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); + } + else + { + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); + } + + SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); + + if( !params[INTRO]->IsDefined() ) + { + params[INTRO]->SetIntValue( 0 ); + } + } + + SHADER_FALLBACK + { + if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pConfig->bSoftwareLighting ) + { + return "Teeth_dx8"; + } + return 0; + } + + SHADER_INIT + { + LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); + LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); + + if( params[BUMPMAP]->IsDefined() ) + { + LoadTexture( BUMPMAP ); + } + } + + void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression ) + { + bool hasBump = params[BUMPMAP]->IsTexture(); + + BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); + bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use + + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map + + int flags = VERTEX_POSITION | VERTEX_NORMAL; + int nTexCoordCount = 1; + int userDataSize = 0; + + if ( hasBump ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump map + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Normalization sampler for per-pixel lighting + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false ); + userDataSize = 4; // tangent S + } + + // This shader supports compressed vertices, so OR in that flag: + flags |= VERTEX_FORMAT_COMPRESSED; + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + + if ( hasBump ) + { +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); + SET_STATIC_VERTEX_SHADER( teeth_bump_vs20 ); + + // ps_2_b version which does phong + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20b ); + SET_STATIC_PIXEL_SHADER( teeth_bump_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps20 ); + SET_STATIC_PIXEL_SHADER( teeth_bump_ps20 ); + } + } +#ifndef _X360 + else + { + // The vertex shader uses the vertex id stream + SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); + + DECLARE_STATIC_VERTEX_SHADER( teeth_bump_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( teeth_bump_vs30 ); + + DECLARE_STATIC_PIXEL_SHADER( teeth_bump_ps30 ); + SET_STATIC_PIXEL_SHADER( teeth_bump_ps30 ); + } +#endif + } + else + { +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_STATIC_VERTEX_SHADER( teeth_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); + SET_STATIC_VERTEX_SHADER( teeth_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( teeth_ps20b ); + SET_STATIC_PIXEL_SHADER( teeth_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( teeth_ps20 ); + SET_STATIC_PIXEL_SHADER( teeth_ps20 ); + } + } +#ifndef _X360 + else + { + // The vertex shader uses the vertex id stream + SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); + + DECLARE_STATIC_VERTEX_SHADER( teeth_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( teeth_vs30 ); + + DECLARE_STATIC_PIXEL_SHADER( teeth_ps30 ); + SET_STATIC_PIXEL_SHADER( teeth_ps30 ); + } +#endif + } + + // On DX9, do sRGB + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBWrite( true ); + + FogToFogColor(); + + pShaderShadow->EnableAlphaWrites( bFullyOpaque ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + if ( hasBump ) + { + BindTexture( SHADER_SAMPLER1, BUMPMAP ); + } + pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); + pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE ); + pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); + + Vector4D lighting; + params[FORWARD]->GetVecValue( lighting.Base(), 3 ); + lighting[3] = params[ILLUMFACTOR]->GetFloatValue(); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() ); + + LightState_t lightState; + pShaderAPI->GetDX9LightState( &lightState ); + + pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); + + float vEyePos_SpecExponent[4]; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); + vEyePos_SpecExponent[3] = 0.0f; + pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); + + if ( hasBump ) + { +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 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( teeth_bump_vs20 ); + + // ps_2_b version which does Phong + if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + Vector4D vSpecExponent; + vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); + + pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + 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( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + 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( teeth_bump_ps20 ); + } + } +#ifndef _X360 + else + { + SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( teeth_bump_vs30 ); + + Vector4D vSpecExponent; + vSpecExponent[3] = params[PHONGEXPONENT]->GetFloatValue(); + pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vSpecExponent.Base(), 1 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + 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( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( teeth_bump_ps30 ); + } +#endif + } + else + { + // For non-bumped case, ambient cube is computed in the vertex shader + SetAmbientCubeDynamicStateVertexShader(); + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 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( teeth_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( teeth_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( teeth_ps20 ); + } + } +#ifndef _X360 + else + { + SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( teeth_vs30 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( teeth_vs30 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_ps30 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( teeth_ps30 ); + } +#endif + } + + if( params[INTRO]->GetIntValue() ) + { + float curTime = params[WARPPARAM]->GetFloatValue(); + float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; + Assert( params[ENTITYORIGIN]->IsDefined() ); + params[ENTITYORIGIN]->GetVecValue( timeVec, 3 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 ); + } + } + Draw(); + } + + void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, VertexCompressionType_t vertexCompression ) + { + SHADOW_STATE + { + // Be sure not to write to dest alpha + pShaderShadow->EnableAlphaWrites( false ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base map + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Flashlight spot + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); + + // Additive blend the teeth, lit by the flashlight + s_pShaderShadow->EnableAlphaTest( false ); + s_pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + s_pShaderShadow->EnableBlending( true ); + + // Set stream format (note that this shader supports compression) + int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED; + int nTexCoordCount = 1; + int userDataSize = 0; + pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize ); + + int nShadowFilterMode = 0; + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // shadow depth map + pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER2 ); + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // shadow noise + + nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats + } + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); + SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 ); + SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps20 ); + } + } +#ifndef _X360 + else + { + // The vertex shader uses the vertex id stream + SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); + + DECLARE_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 ); + SET_STATIC_VERTEX_SHADER_COMBO( INTRO, params[INTRO]->GetIntValue() ? 1 : 0 ); + SET_STATIC_VERTEX_SHADER( teeth_flashlight_vs30 ); + + DECLARE_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 ); + SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); + SET_STATIC_PIXEL_SHADER( teeth_flashlight_ps30 ); + } +#endif + // On DX9, do sRGB + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); + pShaderShadow->EnableSRGBWrite( true ); + + FogToFogColor(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + // State for spotlight projection, attenuation etc + SetFlashlightVertexShaderConstants( false, -1, false, -1, true ); + + VMatrix worldToTexture; + ITexture *pFlashlightDepthTexture; + FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); + SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); + + bool bFlashlightShadows = g_pHardwareConfig->SupportsPixelShaders_2_b() ? state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) : false; + if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows ) + { + BindTexture( SHADER_SAMPLER2, pFlashlightDepthTexture, 0 ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_SHADOW_NOISE_2D ); + } + + Vector4D lighting; + params[FORWARD]->GetVecValue( lighting.Base(), 3 ); + lighting[3] = params[ILLUMFACTOR]->GetFloatValue(); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, lighting.Base() ); + + float atten[4], pos[4], tweaks[4]; + + const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture ); + SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); + + BindTexture( SHADER_SAMPLER1, 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 ); // steps on rim boost + + pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 ); + + // Tweaks associated with a given flashlight + tweaks[0] = ShadowFilterFromState( flashlightState ); + tweaks[1] = ShadowAttenFromState( flashlightState ); + 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 ); + + float vFlashlightPos[4]; + pShaderAPI->GetWorldSpaceCameraPosition( vFlashlightPos ); + pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vFlashlightPos, 1 ); + + if ( IsX360() ) + { + pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); + } + +#ifndef _X360 + if ( !g_pHardwareConfig->HasFastVertexTextures() ) +#endif + { + DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); + SET_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); + SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps20 ); + } + } +#ifndef _X360 + else + { + SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( teeth_flashlight_vs30 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + 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( teeth_flashlight_vs30 ); + + DECLARE_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); + SET_DYNAMIC_PIXEL_SHADER( teeth_flashlight_ps30 ); + } +#endif + + if( params[INTRO]->GetIntValue() ) + { + float curTime = params[WARPPARAM]->GetFloatValue(); + float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime }; + Assert( params[ENTITYORIGIN]->IsDefined() ); + params[ENTITYORIGIN]->GetVecValue( timeVec, 3 ); + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, timeVec, 1 ); + } + } + Draw(); + } + + SHADER_DRAW + { + SHADOW_STATE + { + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); + } + bool hasFlashlight = UsingFlashlight( params ); + if ( !hasFlashlight || ( IsX360() || r_flashlight_version2.GetInt() ) ) + { + DrawUsingVertexShader( params, pShaderAPI, pShaderShadow, vertexCompression ); + SHADOW_STATE + { + SetInitialShadowState(); + } + } + if( hasFlashlight ) + { + DrawFlashlight( params, pShaderAPI, pShaderShadow, vertexCompression ); + } + } +END_SHADER |