sqwarmed/sdk_src/materialsystem/stdshaders/cloak_dx9_helper.cpp

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2024-08-29 20:15:33 -04:00
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "cloak_dx9_helper.h"
#include "..\shaderapidx9\locald3dtypes.h"
#include "convar.h"
#include "cpp_shader_constant_register_map.h"
#include "cloak_vs20.inc"
#include "cloak_ps20.inc"
#include "cloak_ps20b.inc"
#ifndef _X360
#include "cloak_vs30.inc"
#include "cloak_ps30.inc"
#endif
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
// FIXME: doesn't support fresnel!
void InitParamsCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Cloak_DX9_Vars_t &info )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
if( !params[info.m_nFresnelReflection]->IsDefined() )
{
params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
}
if( !params[info.m_nMasked]->IsDefined() )
{
params[info.m_nMasked]->SetIntValue( 0 );
}
SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
}
void InitCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, Cloak_DX9_Vars_t &info )
{
if (params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture );
}
if (params[info.m_nNormalMap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nNormalMap );
}
if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nDiffuseWarpTexture );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
void DrawCloak_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, Cloak_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
{
bool bIsModel = IS_FLAG_SET( MATERIAL_VAR_MODEL );
bool bMasked = (params[info.m_nMasked]->GetIntValue() != 0);
bool hasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
bool hasPhongExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture();
bool hasPhongTintMap = hasPhongExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 );
bool bHasRimLight = (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
bool bHasRimMaskMap = hasPhongExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
pShader->SetInitialShadowState( );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Always SRGB read on base map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); // Refraction map sampler...
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
pShaderShadow->EnableSRGBWrite( true );
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
int nTexCoordCount = 1;
int userDataSize = 0;
if( bIsModel )
{
userDataSize = 4;
}
else
{
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
}
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( cloak_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
SET_STATIC_VERTEX_SHADER( cloak_vs20 );
// Bind ps_2_b shader so we can get Phong terms
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( cloak_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
SET_STATIC_PIXEL_SHADER( cloak_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( cloak_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
SET_STATIC_PIXEL_SHADER( cloak_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( cloak_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bIsModel );
SET_STATIC_VERTEX_SHADER( cloak_vs30 );
// Bind ps_2_b shader so we can get Phong terms
DECLARE_STATIC_PIXEL_SHADER( cloak_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasDiffuseWarp );
SET_STATIC_PIXEL_SHADER( cloak_ps30 );
}
#endif
pShader->DefaultFog();
if( bMasked )
{
pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
}
// Lighting constants
pShader->PI_BeginCommandBuffer();
pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
pShader->PI_EndCommandBuffer();
}
DYNAMIC_STATE
{
pShaderAPI->SetDefaultState();
// Bind textures
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, 0 ); // Base Map
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
pShader->BindTexture( SHADER_SAMPLER3, info.m_nNormalMap, info.m_nBumpFrame ); // Normal Map
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Normalization cube map
if ( hasDiffuseWarp )
{
if ( r_lightwarpidentity.GetBool() )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_IDENTITY_LIGHTWARP );
}
else
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nDiffuseWarpTexture ); // Light warp texture
}
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
LightState_t lightState;
pShaderAPI->GetDX9LightState( &lightState );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( cloak_vs20 );
// Bind ps_2_b shader so we can get Phong, rim and a cloudier refraction
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_PIXEL_SHADER( cloak_ps20b );
}
else
{
// JasonM Hack
//
// In general, cloaking on ps_2_0 needs re-working for multipass...yuck...
//
int nPS20NumLights = MAX( lightState.m_nNumLights, 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nPS20NumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_PIXEL_SHADER( cloak_ps20 );
}
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( cloak_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( cloak_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( cloak_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_PIXEL_SHADER( cloak_ps30 );
}
#endif
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.m_nBumpTransform );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShader->SetPixelShaderConstant( 27, info.m_nRefractTint );
}
else
{
pShader->SetPixelShaderConstantGammaToLinear( 27, info.m_nRefractTint );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
// Pack phong exponent in with the eye position
float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1};
float vSpecularTint[4] = {1, 1, 1, 1}, vRimBoost[4] = {1, 1, 1, 1};
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map
else
vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent
if ( (info.m_nPhongTint != -1 ) && params[info.m_nPhongTint]->IsDefined() ) // Get the tint parameter
params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 4);
// Get the rim light power (goes in w of Phong tint)
if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() )
{
vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue();
vSpecularTint[3] = MAX(vSpecularTint[3], 1.0f); // Make sure this is at least 1
}
// Get the rim boost power (goes in w of flashlight position)
if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() )
{
vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue();
}
// Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term
if ( bHasRimMaskMap )
{
float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code
vRimMaskControl[0] = params[info.m_nRimMask]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 );
}
// If it's all zeros, there was no constant tint in the vmt
if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) )
{
if ( hasPhongTintMap ) // If we have a map to use, tell the shader
{
vSpecularTint[0] = -1;
}
else // Otherwise, just tint with white
{
vSpecularTint[0] = 1.0f;
vSpecularTint[1] = 1.0f;
vSpecularTint[2] = 1.0f;
}
}
if ( (info.m_nPhongFresnelRanges != -1 ) && params[info.m_nPhongFresnelRanges]->IsDefined() )
params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional fresnel range parameters
if ( ( info.m_nPhongBoost != -1 ) &&params[info.m_nPhongBoost]->IsDefined() ) // Grab optional phong boost param
vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue();
else
vFresnelRanges_SpecBoost[3] = 1.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
// Set c0 and c1 to contain first two rows of ViewProj matrix
VMatrix matView, matProj, matViewProj;
pShaderAPI->GetMatrix( MATERIAL_VIEW, matView.m[0] );
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, matProj.m[0] );
matViewProj = matView * matProj;
pShaderAPI->SetPixelShaderConstant( 0, matViewProj.m[0], 2 );
// Cloaking control constants
float vCloakControls[4] = { params[info.m_nRefractAmount]->GetFloatValue(), params[info.m_nCloakFactor]->GetFloatValue(), 0.0f, 0.0f };
pShaderAPI->SetPixelShaderConstant( 3, vCloakControls, 1 );
}
pShader->Draw();
}