From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- .../stdshaders/example_model_dx9_helper.cpp | 682 ++++++++++----------- 1 file changed, 341 insertions(+), 341 deletions(-) (limited to 'mp/src/materialsystem/stdshaders/example_model_dx9_helper.cpp') diff --git a/mp/src/materialsystem/stdshaders/example_model_dx9_helper.cpp b/mp/src/materialsystem/stdshaders/example_model_dx9_helper.cpp index 471b9f80..82b8d466 100644 --- a/mp/src/materialsystem/stdshaders/example_model_dx9_helper.cpp +++ b/mp/src/materialsystem/stdshaders/example_model_dx9_helper.cpp @@ -1,341 +1,341 @@ -//========= 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 ); -} +//========= 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 ); +} -- cgit v1.2.3