diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/BaseVSShader.h')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/BaseVSShader.h | 878 |
1 files changed, 439 insertions, 439 deletions
diff --git a/sp/src/materialsystem/stdshaders/BaseVSShader.h b/sp/src/materialsystem/stdshaders/BaseVSShader.h index 2a38afb1..1ba6cc43 100644 --- a/sp/src/materialsystem/stdshaders/BaseVSShader.h +++ b/sp/src/materialsystem/stdshaders/BaseVSShader.h @@ -1,439 +1,439 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-// This is what all vs/ps (dx8+) shaders inherit from.
-//===========================================================================//
-
-#ifndef BASEVSSHADER_H
-#define BASEVSSHADER_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "shaderlib/cshader.h"
-#include "shaderlib/BaseShader.h"
-#include "convar.h"
-#include <renderparm.h>
-
-#ifdef _X360
-#define SUPPORT_DX8 0
-#define SUPPORT_DX7 0
-#else
-#define SUPPORT_DX8 1
-#define SUPPORT_DX7 1
-#endif
-//-----------------------------------------------------------------------------
-// Helper macro for vertex shaders
-//-----------------------------------------------------------------------------
-#define BEGIN_VS_SHADER_FLAGS(_name, _help, _flags) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, _flags )
-#define BEGIN_VS_SHADER(_name,_help) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, 0 )
-
-
-// useful parameter initialization macro
-#define INIT_FLOAT_PARM( parm, value ) \
- if ( !params[(parm)]->IsDefined() ) \
- { \
- params[(parm)]->SetFloatValue( (value) ); \
- }
-
-// useful pixel shader declaration macro for ps20/20b c++ code
-#define SET_STATIC_PS2X_PIXEL_SHADER_NO_COMBOS( basename ) \
- if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) \
- { \
- DECLARE_STATIC_PIXEL_SHADER( basename##_ps20b ); \
- SET_STATIC_PIXEL_SHADER( basename##_ps20b ); \
- } \
- else \
- { \
- DECLARE_STATIC_PIXEL_SHADER( basename##_ps20 ); \
- SET_STATIC_PIXEL_SHADER( basename##_ps20 ); \
- }
-
-#define SET_DYNAMIC_PS2X_PIXEL_SHADER_NO_COMBOS( basename ) \
- if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) \
- { \
- DECLARE_DYNAMIC_PIXEL_SHADER( basename##_ps20b ); \
- SET_DYNAMIC_PIXEL_SHADER( basename##_ps20b ); \
- } \
- else \
- { \
- DECLARE_DYNAMIC_PIXEL_SHADER( basename##_ps20 ); \
- SET_DYNAMIC_PIXEL_SHADER( basename##_ps20 ); \
- }
-
-
-//-----------------------------------------------------------------------------
-// Base class for shaders, contains helper methods.
-//-----------------------------------------------------------------------------
-class CBaseVSShader : public CBaseShader
-{
-public:
-
- // Loads bump lightmap coordinates into the pixel shader
- void LoadBumpLightmapCoordinateAxes_PixelShader( int pixelReg );
-
- // Loads bump lightmap coordinates into the vertex shader
- void LoadBumpLightmapCoordinateAxes_VertexShader( int vertexReg );
-
- // Pixel and vertex shader constants....
- void SetPixelShaderConstant( int pixelReg, int constantVar );
-
- // Pixel and vertex shader constants....
- void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar );
-
- // This version will put constantVar into x,y,z, and constantVar2 into the w
- void SetPixelShaderConstant( int pixelReg, int constantVar, int constantVar2 );
- void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar, int constantVar2 );
-
- // Helpers for setting constants that need to be converted to linear space (from gamma space).
- void SetVertexShaderConstantGammaToLinear( int var, float const* pVec, int numConst = 1, bool bForce = false );
- void SetPixelShaderConstantGammaToLinear( int var, float const* pVec, int numConst = 1, bool bForce = false );
-
- void SetVertexShaderConstant( int vertexReg, int constantVar );
-
- // set rgb components of constant from a color parm and give an explicit w value
- void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue );
-
- // GR - fix for const/lerp issues
- void SetPixelShaderConstantFudge( int pixelReg, int constantVar );
-
- // Sets light direction for pixel shaders.
- void SetPixelShaderLightColors( int pixelReg );
-
- // Sets vertex shader texture transforms
- void SetVertexShaderTextureTranslation( int vertexReg, int translationVar );
- void SetVertexShaderTextureScale( int vertexReg, int scaleVar );
- void SetVertexShaderTextureTransform( int vertexReg, int transformVar );
- void SetVertexShaderTextureScaledTransform( int vertexReg,
- int transformVar, int scaleVar );
-
- // Set pixel shader texture transforms
- void SetPixelShaderTextureTranslation( int pixelReg, int translationVar );
- void SetPixelShaderTextureScale( int pixelReg, int scaleVar );
- void SetPixelShaderTextureTransform( int pixelReg, int transformVar );
- void SetPixelShaderTextureScaledTransform( int pixelReg,
- int transformVar, int scaleVar );
-
- // Moves a matrix into vertex shader constants
- void SetVertexShaderMatrix3x4( int vertexReg, int matrixVar );
- void SetVertexShaderMatrix4x4( int vertexReg, int matrixVar );
-
- // Loads the view matrix into vertex shader constants
- void LoadViewMatrixIntoVertexShaderConstant( int vertexReg );
-
- // Loads the projection matrix into vertex shader constants
- void LoadProjectionMatrixIntoVertexShaderConstant( int vertexReg );
-
- // Loads the model->view matrix into vertex shader constants
- void LoadModelViewMatrixIntoVertexShaderConstant( int vertexReg );
-
- // Loads a scale/offset version of the viewport transform into the specified constant.
- void LoadViewportTransformScaledIntoVertexShaderConstant( int vertexReg );
-
- // Sets up ambient light cube...
- void SetAmbientCubeDynamicStateVertexShader( );
- float GetAmbientLightCubeLuminance( );
-
- // Helpers for dealing with envmaptint
- void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar, int alphaVar, bool bConvertFromGammaToLinear = false );
-
- // Helper methods for pixel shader overbrighting
- void EnablePixelShaderOverbright( int reg, bool bEnable, bool bDivideByTwo );
-
- // Helper for dealing with modulation
- void SetModulationVertexShaderDynamicState();
- void SetModulationPixelShaderDynamicState( int modulationVar );
- void SetModulationPixelShaderDynamicState_LinearColorSpace( int modulationVar );
- void SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int modulationVar, float flScale );
-
- // Sets a color + alpha into shader constants
- void SetColorVertexShaderConstant( int nVertexReg, int colorVar, int alphaVar );
- void SetColorPixelShaderConstant( int nPixelReg, int colorVar, int alphaVar );
-
-
-#ifndef GAME_SHADER_DLL
- //
- // Standard shader passes!
- //
-
- void InitParamsUnlitGeneric_DX8(
- int baseTextureVar,
- int detailScaleVar,
- int envmapOptionalVar,
- int envmapVar,
- int envmapTintVar,
- int envmapMaskScaleVar,
- int nDetailBlendMode );
-
- void InitUnlitGeneric_DX8(
- int baseTextureVar,
- int detailVar,
- int envmapVar,
- int envmapMaskVar );
-
- // Dx8 Unlit Generic pass
- void VertexShaderUnlitGenericPass( int baseTextureVar, int frameVar,
- int baseTextureTransformVar,
- int detailVar, int detailTransform, bool bDetailTransformIsScale,
- int envmapVar, int envMapFrameVar, int envmapMaskVar,
- int envmapMaskFrameVar, int envmapMaskScaleVar, int envmapTintVar,
- int alphaTestReferenceVar,
- int nDetailBlendModeVar,
- int nOutlineVar,
- int nOutlineColorVar,
- int nOutlineStartVar,
- int nOutlineEndVar,
- int nSeparateDetailUVsVar
- );
-
- // Helpers for drawing world bump mapped stuff.
- void DrawModelBumpedSpecularLighting( int bumpMapVar, int bumpMapFrameVar,
- int envMapVar, int envMapVarFrame,
- int envMapTintVar, int alphaVar,
- int envMapContrastVar, int envMapSaturationVar,
- int bumpTransformVar,
- bool bBlendSpecular, bool bNoWriteZ = false );
- void DrawWorldBumpedSpecularLighting( int bumpmapVar, int envmapVar,
- int bumpFrameVar, int envmapFrameVar,
- int envmapTintVar, int alphaVar,
- int envmapContrastVar, int envmapSaturationVar,
- int bumpTransformVar, int fresnelReflectionVar,
- bool bBlend, bool bNoWriteZ = false );
-
- const char *UnlitGeneric_ComputeVertexShaderName( bool bMask,
- bool bEnvmap,
- bool bBaseTexture,
- bool bBaseAlphaEnvmapMask,
- bool bDetail,
- bool bVertexColor,
- bool bEnvmapCameraSpace,
- bool bEnvmapSphere );
-
- const char *UnlitGeneric_ComputePixelShaderName( bool bMask,
- bool bEnvmap,
- bool bBaseTexture,
- bool bBaseAlphaEnvmapMask,
- bool bDetail,
- bool bMultiplyDetail,
- bool bMaskBaseByDetailAlpha );
-
- void DrawWorldBaseTexture( int baseTextureVar, int baseTextureTransformVar, int frameVar, int colorVar, int alphaVar );
- void DrawWorldBumpedDiffuseLighting( int bumpmapVar, int bumpFrameVar,
- int bumpTransformVar, bool bMultiply, bool bSSBump );
- void DrawWorldBumpedSpecularLighting( int envmapMaskVar, int envmapMaskFrame,
- int bumpmapVar, int envmapVar,
- int bumpFrameVar, int envmapFrameVar,
- int envmapTintVar, int alphaVar,
- int envmapContrastVar, int envmapSaturationVar,
- int bumpTransformVar, int fresnelReflectionVar,
- bool bBlend );
- void DrawBaseTextureBlend( int baseTextureVar, int baseTextureTransformVar,
- int baseTextureFrameVar,
- int baseTexture2Var, int baseTextureTransform2Var,
- int baseTextureFrame2Var, int colorVar, int alphaVar );
- void DrawWorldBumpedDiffuseLighting_Base_ps14( int bumpmapVar, int bumpFrameVar,
- int bumpTransformVar, int baseTextureVar, int baseTextureTransformVar, int frameVar );
- void DrawWorldBumpedDiffuseLighting_Blend_ps14( int bumpmapVar, int bumpFrameVar, int bumpTransformVar,
- int baseTextureVar, int baseTextureTransformVar, int baseTextureFrameVar,
- int baseTexture2Var, int baseTextureTransform2Var, int baseTextureFrame2Var);
- void DrawWorldBumpedUsingVertexShader( int baseTextureVar, int baseTextureTransformVar,
- int bumpmapVar, int bumpFrameVar,
- int bumpTransformVar,
- int envmapMaskVar, int envmapMaskFrame,
- int envmapVar,
- int envmapFrameVar,
- int envmapTintVar, int colorVar, int alphaVar,
- int envmapContrastVar, int envmapSaturationVar, int frameVar, int fresnelReflectionVar,
- bool doBaseTexture2,
- int baseTexture2Var,
- int baseTextureTransform2Var,
- int baseTextureFrame2Var,
- bool bSSBump
- );
-
- // Sets up hw morphing state for the vertex shader
- void SetHWMorphVertexShaderState( int nDimConst, int nSubrectConst, VertexTextureSampler_t morphSampler );
-
- // Computes the shader index for vertex lit materials
- int ComputeVertexLitShaderIndex( bool bVertexLitGeneric, bool hasBump, bool hasEnvmap, bool hasVertexColor, bool bHasNormal ) const;
-
- // Helper for setting up flashlight constants
- void SetFlashlightVertexShaderConstants( bool bBump, int bumpTransformVar, bool bDetail, int detailScaleVar, bool bSetTextureTransforms );
-
-#if SUPPORT_DX8
- void DrawFlashlight_dx80( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
- bool bBump, int bumpmapVar, int bumpmapFrame, int bumpTransform, int flashlightTextureVar,
- int flashlightTextureFrameVar, bool bLightmappedGeneric, bool bWorldVertexTransition,
- int nWorldVertexTransitionPassID, int baseTexture2Var, int baseTexture2FrameVar,
- bool bTeeth=false, int nTeethForwardVar=0, int nTeethIllumFactorVar=0 );
-#endif
-
- struct DrawFlashlight_dx90_Vars_t
- {
- DrawFlashlight_dx90_Vars_t()
- {
- // set all ints to -1
- memset( this, 0xFF, sizeof(DrawFlashlight_dx90_Vars_t) );
- // set all bools to a default value.
- m_bBump = false;
- m_bLightmappedGeneric = false;
- m_bWorldVertexTransition = false;
- m_bTeeth = false;
- m_bSSBump = false;
- m_fSeamlessScale = 0.0;
- }
- bool m_bBump;
- bool m_bLightmappedGeneric;
- bool m_bWorldVertexTransition;
- bool m_bTeeth;
- int m_nBumpmapVar;
- int m_nBumpmapFrame;
- int m_nBumpTransform;
- int m_nFlashlightTextureVar;
- int m_nFlashlightTextureFrameVar;
- int m_nBaseTexture2Var;
- int m_nBaseTexture2FrameVar;
- int m_nBumpmap2Var;
- int m_nBumpmap2Frame;
- int m_nBump2Transform;
- int m_nDetailVar;
- int m_nDetailScale;
- int m_nDetailTextureCombineMode;
- int m_nDetailTextureBlendFactor;
- int m_nDetailTint;
- int m_nTeethForwardVar;
- int m_nTeethIllumFactorVar;
- int m_nAlphaTestReference;
- bool m_bSSBump;
- float m_fSeamlessScale; // 0.0 = not seamless
- };
- void DrawFlashlight_dx90( IMaterialVar** params,
- IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars );
-#endif // GAME_SHADER_DLL
-
- BlendType_t EvaluateBlendRequirements( int textureVar, bool isBaseTexture, int detailTextureVar = -1 );
-
- void HashShadow2DJitter( const float fJitterSeed, float *fU, float* fV );
-
- //Alpha tested materials can end up leaving garbage in the dest alpha buffer if they write depth.
- //This pass fills in the areas that passed the alpha test with depth in dest alpha
- //by writing only equal depth pixels and only if we should be writing depth to dest alpha
- void DrawEqualDepthToDestAlpha( void );
-
-private:
- // Helper methods for VertexLitGenericPass
-// void UnlitGenericShadowState( int baseTextureVar, int detailVar, int envmapVar, int envmapMaskVar, bool doSkin );
- void UnlitGenericDynamicState( int baseTextureVar, int frameVar, int baseTextureTransformVar,
- int detailVar, int detailTransform, bool bDetailTransformIsScale, int envmapVar,
- int envMapFrameVar, int envmapMaskVar, int envmapMaskFrameVar,
- int envmapMaskScaleVar, int envmapTintVar );
-
- // Converts a color + alpha into a vector4
- void ColorVarsToVector( int colorVar, int alphaVar, Vector4D &color );
-
-};
-
-FORCEINLINE void SetFlashLightColorFromState( FlashlightState_t const &state, IShaderDynamicAPI *pShaderAPI, int nPSRegister=28, bool bFlashlightNoLambert=false )
-{
- // Old code
- //float flToneMapScale = ( pShaderAPI->GetToneMappingScaleLinear() ).x;
- //float flFlashlightScale = 1.0f / flToneMapScale;
-
- // Fix to old code to keep flashlight from ever getting brighter than 1.0
- //float flToneMapScale = ( pShaderAPI->GetToneMappingScaleLinear() ).x;
- //if ( flToneMapScale < 1.0f )
- // flToneMapScale = 1.0f;
- //float flFlashlightScale = 1.0f / flToneMapScale;
-
- // Force flashlight to 25% bright always
- float flFlashlightScale = 0.25f;
-
- if ( !g_pHardwareConfig->GetHDREnabled() )
- {
- // Non-HDR path requires 2.0 flashlight
- flFlashlightScale = 2.0f;
- }
-
- // DX10 requires some hackery due to sRGB/blend ordering change from DX9
- if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
- {
- flFlashlightScale *= 2.5f; // Magic number that works well on the NVIDIA 8800
- }
-
- // Generate pixel shader constant
- float const *pFlashlightColor = state.m_Color;
- float vPsConst[4] = { flFlashlightScale * pFlashlightColor[0], flFlashlightScale * pFlashlightColor[1], flFlashlightScale * pFlashlightColor[2], pFlashlightColor[3] };
- vPsConst[3] = bFlashlightNoLambert ? 2.0f : 0.0f; // This will be added to N.L before saturate to force a 1.0 N.L term
-
- // Red flashlight for testing
- //vPsConst[0] = 0.5f; vPsConst[1] = 0.0f; vPsConst[2] = 0.0f;
-
- pShaderAPI->SetPixelShaderConstant( nPSRegister, ( float * )vPsConst );
-}
-
-FORCEINLINE float ShadowAttenFromState( FlashlightState_t const &state )
-{
- // DX10 requires some hackery due to sRGB/blend ordering change from DX9, which makes the shadows too light
- if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
- return state.m_flShadowAtten * 0.1f; // magic number
-
- return state.m_flShadowAtten;
-}
-
-FORCEINLINE float ShadowFilterFromState( FlashlightState_t const &state )
-{
- // We developed shadow maps at 1024, so we expect the penumbra size to have been tuned relative to that
- return state.m_flShadowFilterSize / 1024.0f;
-}
-
-
-// convenient material variable access functions for helpers to use.
-FORCEINLINE bool IsTextureSet( int nVar, IMaterialVar **params )
-{
- return ( nVar != -1 ) && ( params[nVar]->IsTexture() );
-}
-
-FORCEINLINE bool IsBoolSet( int nVar, IMaterialVar **params )
-{
- return ( nVar != -1 ) && ( params[nVar]->GetIntValue() );
-}
-
-FORCEINLINE int GetIntParam( int nVar, IMaterialVar **params, int nDefaultValue = 0 )
-{
- return ( nVar != -1 ) ? ( params[nVar]->GetIntValue() ) : nDefaultValue;
-}
-
-FORCEINLINE float GetFloatParam( int nVar, IMaterialVar **params, float flDefaultValue = 0.0 )
-{
- return ( nVar != -1 ) ? ( params[nVar]->GetFloatValue() ) : flDefaultValue;
-}
-
-FORCEINLINE void InitFloatParam( int nIndex, IMaterialVar **params, float flValue )
-{
- if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
- {
- params[nIndex]->SetFloatValue( flValue );
- }
-}
-
-FORCEINLINE void InitIntParam( int nIndex, IMaterialVar **params, int nValue )
-{
- if ( (nIndex != -1) && !params[nIndex]->IsDefined() )
- {
- params[nIndex]->SetIntValue( nValue );
- }
-}
-
-
-class ConVar;
-
-#ifdef _DEBUG
-extern ConVar mat_envmaptintoverride;
-extern ConVar mat_envmaptintscale;
-#endif
-
-
-#endif // BASEVSSHADER_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// This is what all vs/ps (dx8+) shaders inherit from. +//===========================================================================// + +#ifndef BASEVSSHADER_H +#define BASEVSSHADER_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "shaderlib/cshader.h" +#include "shaderlib/BaseShader.h" +#include "convar.h" +#include <renderparm.h> + +#ifdef _X360 +#define SUPPORT_DX8 0 +#define SUPPORT_DX7 0 +#else +#define SUPPORT_DX8 1 +#define SUPPORT_DX7 1 +#endif +//----------------------------------------------------------------------------- +// Helper macro for vertex shaders +//----------------------------------------------------------------------------- +#define BEGIN_VS_SHADER_FLAGS(_name, _help, _flags) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, _flags ) +#define BEGIN_VS_SHADER(_name,_help) __BEGIN_SHADER_INTERNAL( CBaseVSShader, _name, _help, 0 ) + + +// useful parameter initialization macro +#define INIT_FLOAT_PARM( parm, value ) \ + if ( !params[(parm)]->IsDefined() ) \ + { \ + params[(parm)]->SetFloatValue( (value) ); \ + } + +// useful pixel shader declaration macro for ps20/20b c++ code +#define SET_STATIC_PS2X_PIXEL_SHADER_NO_COMBOS( basename ) \ + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) \ + { \ + DECLARE_STATIC_PIXEL_SHADER( basename##_ps20b ); \ + SET_STATIC_PIXEL_SHADER( basename##_ps20b ); \ + } \ + else \ + { \ + DECLARE_STATIC_PIXEL_SHADER( basename##_ps20 ); \ + SET_STATIC_PIXEL_SHADER( basename##_ps20 ); \ + } + +#define SET_DYNAMIC_PS2X_PIXEL_SHADER_NO_COMBOS( basename ) \ + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) \ + { \ + DECLARE_DYNAMIC_PIXEL_SHADER( basename##_ps20b ); \ + SET_DYNAMIC_PIXEL_SHADER( basename##_ps20b ); \ + } \ + else \ + { \ + DECLARE_DYNAMIC_PIXEL_SHADER( basename##_ps20 ); \ + SET_DYNAMIC_PIXEL_SHADER( basename##_ps20 ); \ + } + + +//----------------------------------------------------------------------------- +// Base class for shaders, contains helper methods. +//----------------------------------------------------------------------------- +class CBaseVSShader : public CBaseShader +{ +public: + + // Loads bump lightmap coordinates into the pixel shader + void LoadBumpLightmapCoordinateAxes_PixelShader( int pixelReg ); + + // Loads bump lightmap coordinates into the vertex shader + void LoadBumpLightmapCoordinateAxes_VertexShader( int vertexReg ); + + // Pixel and vertex shader constants.... + void SetPixelShaderConstant( int pixelReg, int constantVar ); + + // Pixel and vertex shader constants.... + void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar ); + + // This version will put constantVar into x,y,z, and constantVar2 into the w + void SetPixelShaderConstant( int pixelReg, int constantVar, int constantVar2 ); + void SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar, int constantVar2 ); + + // Helpers for setting constants that need to be converted to linear space (from gamma space). + void SetVertexShaderConstantGammaToLinear( int var, float const* pVec, int numConst = 1, bool bForce = false ); + void SetPixelShaderConstantGammaToLinear( int var, float const* pVec, int numConst = 1, bool bForce = false ); + + void SetVertexShaderConstant( int vertexReg, int constantVar ); + + // set rgb components of constant from a color parm and give an explicit w value + void SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue ); + + // GR - fix for const/lerp issues + void SetPixelShaderConstantFudge( int pixelReg, int constantVar ); + + // Sets light direction for pixel shaders. + void SetPixelShaderLightColors( int pixelReg ); + + // Sets vertex shader texture transforms + void SetVertexShaderTextureTranslation( int vertexReg, int translationVar ); + void SetVertexShaderTextureScale( int vertexReg, int scaleVar ); + void SetVertexShaderTextureTransform( int vertexReg, int transformVar ); + void SetVertexShaderTextureScaledTransform( int vertexReg, + int transformVar, int scaleVar ); + + // Set pixel shader texture transforms + void SetPixelShaderTextureTranslation( int pixelReg, int translationVar ); + void SetPixelShaderTextureScale( int pixelReg, int scaleVar ); + void SetPixelShaderTextureTransform( int pixelReg, int transformVar ); + void SetPixelShaderTextureScaledTransform( int pixelReg, + int transformVar, int scaleVar ); + + // Moves a matrix into vertex shader constants + void SetVertexShaderMatrix3x4( int vertexReg, int matrixVar ); + void SetVertexShaderMatrix4x4( int vertexReg, int matrixVar ); + + // Loads the view matrix into vertex shader constants + void LoadViewMatrixIntoVertexShaderConstant( int vertexReg ); + + // Loads the projection matrix into vertex shader constants + void LoadProjectionMatrixIntoVertexShaderConstant( int vertexReg ); + + // Loads the model->view matrix into vertex shader constants + void LoadModelViewMatrixIntoVertexShaderConstant( int vertexReg ); + + // Loads a scale/offset version of the viewport transform into the specified constant. + void LoadViewportTransformScaledIntoVertexShaderConstant( int vertexReg ); + + // Sets up ambient light cube... + void SetAmbientCubeDynamicStateVertexShader( ); + float GetAmbientLightCubeLuminance( ); + + // Helpers for dealing with envmaptint + void SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar, int alphaVar, bool bConvertFromGammaToLinear = false ); + + // Helper methods for pixel shader overbrighting + void EnablePixelShaderOverbright( int reg, bool bEnable, bool bDivideByTwo ); + + // Helper for dealing with modulation + void SetModulationVertexShaderDynamicState(); + void SetModulationPixelShaderDynamicState( int modulationVar ); + void SetModulationPixelShaderDynamicState_LinearColorSpace( int modulationVar ); + void SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int modulationVar, float flScale ); + + // Sets a color + alpha into shader constants + void SetColorVertexShaderConstant( int nVertexReg, int colorVar, int alphaVar ); + void SetColorPixelShaderConstant( int nPixelReg, int colorVar, int alphaVar ); + + +#ifndef GAME_SHADER_DLL + // + // Standard shader passes! + // + + void InitParamsUnlitGeneric_DX8( + int baseTextureVar, + int detailScaleVar, + int envmapOptionalVar, + int envmapVar, + int envmapTintVar, + int envmapMaskScaleVar, + int nDetailBlendMode ); + + void InitUnlitGeneric_DX8( + int baseTextureVar, + int detailVar, + int envmapVar, + int envmapMaskVar ); + + // Dx8 Unlit Generic pass + void VertexShaderUnlitGenericPass( int baseTextureVar, int frameVar, + int baseTextureTransformVar, + int detailVar, int detailTransform, bool bDetailTransformIsScale, + int envmapVar, int envMapFrameVar, int envmapMaskVar, + int envmapMaskFrameVar, int envmapMaskScaleVar, int envmapTintVar, + int alphaTestReferenceVar, + int nDetailBlendModeVar, + int nOutlineVar, + int nOutlineColorVar, + int nOutlineStartVar, + int nOutlineEndVar, + int nSeparateDetailUVsVar + ); + + // Helpers for drawing world bump mapped stuff. + void DrawModelBumpedSpecularLighting( int bumpMapVar, int bumpMapFrameVar, + int envMapVar, int envMapVarFrame, + int envMapTintVar, int alphaVar, + int envMapContrastVar, int envMapSaturationVar, + int bumpTransformVar, + bool bBlendSpecular, bool bNoWriteZ = false ); + void DrawWorldBumpedSpecularLighting( int bumpmapVar, int envmapVar, + int bumpFrameVar, int envmapFrameVar, + int envmapTintVar, int alphaVar, + int envmapContrastVar, int envmapSaturationVar, + int bumpTransformVar, int fresnelReflectionVar, + bool bBlend, bool bNoWriteZ = false ); + + const char *UnlitGeneric_ComputeVertexShaderName( bool bMask, + bool bEnvmap, + bool bBaseTexture, + bool bBaseAlphaEnvmapMask, + bool bDetail, + bool bVertexColor, + bool bEnvmapCameraSpace, + bool bEnvmapSphere ); + + const char *UnlitGeneric_ComputePixelShaderName( bool bMask, + bool bEnvmap, + bool bBaseTexture, + bool bBaseAlphaEnvmapMask, + bool bDetail, + bool bMultiplyDetail, + bool bMaskBaseByDetailAlpha ); + + void DrawWorldBaseTexture( int baseTextureVar, int baseTextureTransformVar, int frameVar, int colorVar, int alphaVar ); + void DrawWorldBumpedDiffuseLighting( int bumpmapVar, int bumpFrameVar, + int bumpTransformVar, bool bMultiply, bool bSSBump ); + void DrawWorldBumpedSpecularLighting( int envmapMaskVar, int envmapMaskFrame, + int bumpmapVar, int envmapVar, + int bumpFrameVar, int envmapFrameVar, + int envmapTintVar, int alphaVar, + int envmapContrastVar, int envmapSaturationVar, + int bumpTransformVar, int fresnelReflectionVar, + bool bBlend ); + void DrawBaseTextureBlend( int baseTextureVar, int baseTextureTransformVar, + int baseTextureFrameVar, + int baseTexture2Var, int baseTextureTransform2Var, + int baseTextureFrame2Var, int colorVar, int alphaVar ); + void DrawWorldBumpedDiffuseLighting_Base_ps14( int bumpmapVar, int bumpFrameVar, + int bumpTransformVar, int baseTextureVar, int baseTextureTransformVar, int frameVar ); + void DrawWorldBumpedDiffuseLighting_Blend_ps14( int bumpmapVar, int bumpFrameVar, int bumpTransformVar, + int baseTextureVar, int baseTextureTransformVar, int baseTextureFrameVar, + int baseTexture2Var, int baseTextureTransform2Var, int baseTextureFrame2Var); + void DrawWorldBumpedUsingVertexShader( int baseTextureVar, int baseTextureTransformVar, + int bumpmapVar, int bumpFrameVar, + int bumpTransformVar, + int envmapMaskVar, int envmapMaskFrame, + int envmapVar, + int envmapFrameVar, + int envmapTintVar, int colorVar, int alphaVar, + int envmapContrastVar, int envmapSaturationVar, int frameVar, int fresnelReflectionVar, + bool doBaseTexture2, + int baseTexture2Var, + int baseTextureTransform2Var, + int baseTextureFrame2Var, + bool bSSBump + ); + + // Sets up hw morphing state for the vertex shader + void SetHWMorphVertexShaderState( int nDimConst, int nSubrectConst, VertexTextureSampler_t morphSampler ); + + // Computes the shader index for vertex lit materials + int ComputeVertexLitShaderIndex( bool bVertexLitGeneric, bool hasBump, bool hasEnvmap, bool hasVertexColor, bool bHasNormal ) const; + + // Helper for setting up flashlight constants + void SetFlashlightVertexShaderConstants( bool bBump, int bumpTransformVar, bool bDetail, int detailScaleVar, bool bSetTextureTransforms ); + +#if SUPPORT_DX8 + void DrawFlashlight_dx80( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, + bool bBump, int bumpmapVar, int bumpmapFrame, int bumpTransform, int flashlightTextureVar, + int flashlightTextureFrameVar, bool bLightmappedGeneric, bool bWorldVertexTransition, + int nWorldVertexTransitionPassID, int baseTexture2Var, int baseTexture2FrameVar, + bool bTeeth=false, int nTeethForwardVar=0, int nTeethIllumFactorVar=0 ); +#endif + + struct DrawFlashlight_dx90_Vars_t + { + DrawFlashlight_dx90_Vars_t() + { + // set all ints to -1 + memset( this, 0xFF, sizeof(DrawFlashlight_dx90_Vars_t) ); + // set all bools to a default value. + m_bBump = false; + m_bLightmappedGeneric = false; + m_bWorldVertexTransition = false; + m_bTeeth = false; + m_bSSBump = false; + m_fSeamlessScale = 0.0; + } + bool m_bBump; + bool m_bLightmappedGeneric; + bool m_bWorldVertexTransition; + bool m_bTeeth; + int m_nBumpmapVar; + int m_nBumpmapFrame; + int m_nBumpTransform; + int m_nFlashlightTextureVar; + int m_nFlashlightTextureFrameVar; + int m_nBaseTexture2Var; + int m_nBaseTexture2FrameVar; + int m_nBumpmap2Var; + int m_nBumpmap2Frame; + int m_nBump2Transform; + int m_nDetailVar; + int m_nDetailScale; + int m_nDetailTextureCombineMode; + int m_nDetailTextureBlendFactor; + int m_nDetailTint; + int m_nTeethForwardVar; + int m_nTeethIllumFactorVar; + int m_nAlphaTestReference; + bool m_bSSBump; + float m_fSeamlessScale; // 0.0 = not seamless + }; + void DrawFlashlight_dx90( IMaterialVar** params, + IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars ); +#endif // GAME_SHADER_DLL + + BlendType_t EvaluateBlendRequirements( int textureVar, bool isBaseTexture, int detailTextureVar = -1 ); + + void HashShadow2DJitter( const float fJitterSeed, float *fU, float* fV ); + + //Alpha tested materials can end up leaving garbage in the dest alpha buffer if they write depth. + //This pass fills in the areas that passed the alpha test with depth in dest alpha + //by writing only equal depth pixels and only if we should be writing depth to dest alpha + void DrawEqualDepthToDestAlpha( void ); + +private: + // Helper methods for VertexLitGenericPass +// void UnlitGenericShadowState( int baseTextureVar, int detailVar, int envmapVar, int envmapMaskVar, bool doSkin ); + void UnlitGenericDynamicState( int baseTextureVar, int frameVar, int baseTextureTransformVar, + int detailVar, int detailTransform, bool bDetailTransformIsScale, int envmapVar, + int envMapFrameVar, int envmapMaskVar, int envmapMaskFrameVar, + int envmapMaskScaleVar, int envmapTintVar ); + + // Converts a color + alpha into a vector4 + void ColorVarsToVector( int colorVar, int alphaVar, Vector4D &color ); + +}; + +FORCEINLINE void SetFlashLightColorFromState( FlashlightState_t const &state, IShaderDynamicAPI *pShaderAPI, int nPSRegister=28, bool bFlashlightNoLambert=false ) +{ + // Old code + //float flToneMapScale = ( pShaderAPI->GetToneMappingScaleLinear() ).x; + //float flFlashlightScale = 1.0f / flToneMapScale; + + // Fix to old code to keep flashlight from ever getting brighter than 1.0 + //float flToneMapScale = ( pShaderAPI->GetToneMappingScaleLinear() ).x; + //if ( flToneMapScale < 1.0f ) + // flToneMapScale = 1.0f; + //float flFlashlightScale = 1.0f / flToneMapScale; + + // Force flashlight to 25% bright always + float flFlashlightScale = 0.25f; + + if ( !g_pHardwareConfig->GetHDREnabled() ) + { + // Non-HDR path requires 2.0 flashlight + flFlashlightScale = 2.0f; + } + + // DX10 requires some hackery due to sRGB/blend ordering change from DX9 + if ( g_pHardwareConfig->UsesSRGBCorrectBlending() ) + { + flFlashlightScale *= 2.5f; // Magic number that works well on the NVIDIA 8800 + } + + // Generate pixel shader constant + float const *pFlashlightColor = state.m_Color; + float vPsConst[4] = { flFlashlightScale * pFlashlightColor[0], flFlashlightScale * pFlashlightColor[1], flFlashlightScale * pFlashlightColor[2], pFlashlightColor[3] }; + vPsConst[3] = bFlashlightNoLambert ? 2.0f : 0.0f; // This will be added to N.L before saturate to force a 1.0 N.L term + + // Red flashlight for testing + //vPsConst[0] = 0.5f; vPsConst[1] = 0.0f; vPsConst[2] = 0.0f; + + pShaderAPI->SetPixelShaderConstant( nPSRegister, ( float * )vPsConst ); +} + +FORCEINLINE float ShadowAttenFromState( FlashlightState_t const &state ) +{ + // DX10 requires some hackery due to sRGB/blend ordering change from DX9, which makes the shadows too light + if ( g_pHardwareConfig->UsesSRGBCorrectBlending() ) + return state.m_flShadowAtten * 0.1f; // magic number + + return state.m_flShadowAtten; +} + +FORCEINLINE float ShadowFilterFromState( FlashlightState_t const &state ) +{ + // We developed shadow maps at 1024, so we expect the penumbra size to have been tuned relative to that + return state.m_flShadowFilterSize / 1024.0f; +} + + +// convenient material variable access functions for helpers to use. +FORCEINLINE bool IsTextureSet( int nVar, IMaterialVar **params ) +{ + return ( nVar != -1 ) && ( params[nVar]->IsTexture() ); +} + +FORCEINLINE bool IsBoolSet( int nVar, IMaterialVar **params ) +{ + return ( nVar != -1 ) && ( params[nVar]->GetIntValue() ); +} + +FORCEINLINE int GetIntParam( int nVar, IMaterialVar **params, int nDefaultValue = 0 ) +{ + return ( nVar != -1 ) ? ( params[nVar]->GetIntValue() ) : nDefaultValue; +} + +FORCEINLINE float GetFloatParam( int nVar, IMaterialVar **params, float flDefaultValue = 0.0 ) +{ + return ( nVar != -1 ) ? ( params[nVar]->GetFloatValue() ) : flDefaultValue; +} + +FORCEINLINE void InitFloatParam( int nIndex, IMaterialVar **params, float flValue ) +{ + if ( (nIndex != -1) && !params[nIndex]->IsDefined() ) + { + params[nIndex]->SetFloatValue( flValue ); + } +} + +FORCEINLINE void InitIntParam( int nIndex, IMaterialVar **params, int nValue ) +{ + if ( (nIndex != -1) && !params[nIndex]->IsDefined() ) + { + params[nIndex]->SetIntValue( nValue ); + } +} + + +class ConVar; + +#ifdef _DEBUG +extern ConVar mat_envmaptintoverride; +extern ConVar mat_envmaptintscale; +#endif + + +#endif // BASEVSSHADER_H |