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+//========= 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