578 lines
28 KiB
C++
578 lines
28 KiB
C++
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//========= Copyright <20> 1996-2009, Valve Corporation, All rights reserved. ============//
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#include "BaseVSShader.h"
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#include "flesh_helper.h"
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#include "cpp_shader_constant_register_map.h"
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/*
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#include "mathlib/VMatrix.h"
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#include "convar.h"
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*/
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// Auto generated inc files
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#include "flesh_vs30.inc"
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#include "flesh_ps30.inc"
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#include "shaderlib/commandbuilder.h"
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void InitParamsFlesh( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, FleshVars_t &info )
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{
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// Set material parameter default values
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nUVScale, kDefaultUVScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDetailScale, kDefaultDetailScale );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nDetailFrame, kDefaultDetailFrame );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nDetailBlendMode, kDefaultDetailBlendMode );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDetailBlendFactor, kDefaultDetailBlendFactor );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nBumpStrength, kDefaultBumpStrength );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nFresnelBumpStrength, kDefaultFresnelBumpStrength );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nInteriorEnable, kDefaultInteriorEnable );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorFogStrength, kDefaultInteriorFogStrength );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorBackgroundBoost, kDefaultInteriorBackgroundBoost );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorAmbientScale, kDefaultInteriorAmbientScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorBackLightScale, kDefaultInteriorBackLightScale );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nInteriorColor, kDefaultInteriorColor, 3 );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorRefractStrength, kDefaultInteriorRefractStrength );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorRefractBlur, kDefaultInteriorRefractBlur );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nFresnelParams, kDefaultFresnelParams, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nPhongColorTint, kDefaultPhongColorTint, 3 );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDiffuseSoftNormal, kDefaultDiffuseSoftNormal );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDiffuseExponent, kDefaultDiffuseExponent );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecExp, kDefaultSpecExp );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecScale, kDefaultSpecScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecExp2, kDefaultSpecExp );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecScale2, kDefaultSpecScale );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPhong2Softness, kDefaultPhong2Softness );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRimLightExp, kDefaultRimLightExp );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRimLightScale, kDefaultRimLightScale );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nSelfIllumTint, kDefaultSelfIllumTint, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nUVProjOffset, kDefaultUVProjOffset, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBBMin, kDefaultBB, 3 );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBBMax, kDefaultBB, 3 );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nBackScatter, kDefaultBackScatter );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nForwardScatter, kDefaultForwardScatter );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nAmbientBoost, kDefaultAmbientBoost );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nAmbientBoostMaskMode, kDefaultAmbientBoostMaskMode );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nIridescenceExponent, kDefaultIridescenceExponent );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nIridescenceBoost, kDefaultIridescenceBoost );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nHueShiftIntensity, kDefaultHueShiftIntensity );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nHueShiftFresnelExponent, kDefaultHueShiftFresnelExponent );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSSDepth, kDefaultSSDepth );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSSTintByAlbedo, kDefaultSSTintByAlbedo );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSSBentNormalIntensity, kDefaultSSBentNormalIntensity );
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SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nSSColorTint, kDefaultSSColorTint, 3 );
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nNormal2Softness, kDefaultNormal2Softness );
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
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Assert( info.m_nFlashlightTexture >= 0 );
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params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nFlashlightTextureFrame, 0 );
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SET_PARAM_INT_IF_NOT_DEFINED( info.m_nBumpFrame, kDefaultBumpFrame )
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// Set material flags
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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//SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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// If 'interior' is enabled, we use the refract buffer:
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if ( params[info.m_nInteriorEnable]->IsDefined() && params[info.m_nInteriorEnable]->GetIntValue() != 0 )
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{
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//SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
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}
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}
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void InitFlesh( CBaseVSShader *pShader, IMaterialVar** params, FleshVars_t &info )
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{
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// Load textures
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if ( (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture );
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}
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if ( (info.m_nNormalMap != -1) && params[info.m_nNormalMap]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nNormalMap );
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}
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if ( (info.m_nTransMatMasksTexture != -1) && params[info.m_nTransMatMasksTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nTransMatMasksTexture );
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}
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if ( (info.m_nEffectMasksTexture != -1) && params[info.m_nEffectMasksTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nEffectMasksTexture );
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}
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if ( (info.m_nIridescentWarpTexture != -1) && params[info.m_nIridescentWarpTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nIridescentWarpTexture );
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}
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if ( (info.m_nFresnelColorWarpTexture != -1) && params[info.m_nFresnelColorWarpTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nFresnelColorWarpTexture );
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}
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if ( (info.m_nColorWarpTexture != -1) && params[info.m_nColorWarpTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nColorWarpTexture );
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}
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if ( (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nOpacityTexture );
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}
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if ( (info.m_nFlashlightTexture != -1) && params[info.m_nFlashlightTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nFlashlightTexture );
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}
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if ( ( info.m_nDetailTexture != -1) && params[info.m_nDetailTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nDetailTexture );
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}
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}
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class CFlesh_DX9_Context : public CBasePerMaterialContextData
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{
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public:
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 1200 > > m_SemiStaticCmdsOut;
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};
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void DrawFlesh( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, FleshVars_t &info, VertexCompressionType_t vertexCompression,
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CBasePerMaterialContextData **pContextDataPtr )
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{
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CFlesh_DX9_Context *pContextData = reinterpret_cast< CFlesh_DX9_Context *> ( *pContextDataPtr );
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bool bHasFlashlight = pShader->UsingFlashlight( params );
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bool bAlphaBlend = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
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bool bDetail = ( info.m_nDetailTexture != -1 ) && ( params[info.m_nDetailTexture]->IsTexture() );
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if ( pShader->IsSnapshotting() || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
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{
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bool bTransMatMasks = (info.m_nTransMatMasksTexture != -1) && params[info.m_nTransMatMasksTexture]->IsTexture();
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bool bEffectMasks = (info.m_nEffectMasksTexture != -1) && params[info.m_nEffectMasksTexture]->IsTexture();
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bool bIridescentWarp = (info.m_nIridescentWarpTexture != -1) && params[info.m_nIridescentWarpTexture]->IsTexture();
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bool bFresnelColorWarp = (info.m_nFresnelColorWarpTexture != -1) && params[info.m_nFresnelColorWarpTexture]->IsTexture();
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bool bColorWarp = (info.m_nColorWarpTexture != -1) && params[info.m_nColorWarpTexture]->IsTexture();
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bool bOpacityTexture = (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsTexture();
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bool bInteriorLayer = (info.m_nInteriorEnable != -1) && ( params[info.m_nInteriorEnable]->GetIntValue() > 0 );
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bool bBackScatter = ( info.m_nBackScatter != -1 ) && ( params[info.m_nBackScatter]->GetFloatValue() > 0 );
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bool bForwardScatter = ( info.m_nForwardScatter != -1) && ( params[info.m_nForwardScatter]->GetFloatValue() > 0 );
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bool bNormal2 = ( info.m_nNormal2Softness != -1 ) && ( params[info.m_nNormal2Softness]->GetFloatValue() > 0 );
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if ( pShader->IsSnapshotting() )
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{
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// Set stream format (note that this shader supports compression)
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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int nTexCoordCount = 1;
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int userDataSize = 4;
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int texCoordDims[4] = { 2, 2, 2, 2 };
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, texCoordDims, userDataSize );
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int nShadowFilterMode = 0;
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if ( bHasFlashlight )
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{
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
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}
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DECLARE_STATIC_VERTEX_SHADER( flesh_vs30 );
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SET_STATIC_VERTEX_SHADER( flesh_vs30 );
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// Pixel Shader
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if( /* g_pHardwareConfig->SupportsPixelShaders_3_0() */ true )
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{
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DECLARE_STATIC_PIXEL_SHADER( flesh_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( ALPHABLEND, bAlphaBlend );
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SET_STATIC_PIXEL_SHADER_COMBO( TRANSMAT, bTransMatMasks );
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SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL_WARP, bFresnelColorWarp );
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SET_STATIC_PIXEL_SHADER_COMBO( EFFECTS, bEffectMasks );
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SET_STATIC_PIXEL_SHADER_COMBO( TINTING, bColorWarp );
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SET_STATIC_PIXEL_SHADER_COMBO( IRIDESCENCE, bIridescentWarp );
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SET_STATIC_PIXEL_SHADER_COMBO( OPACITY_TEXTURE, bOpacityTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( DETAIL, bDetail );
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SET_STATIC_PIXEL_SHADER_COMBO( NORMAL2SOFT, bNormal2 );
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SET_STATIC_PIXEL_SHADER_COMBO( INTERIOR_LAYER, bInteriorLayer );
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SET_STATIC_PIXEL_SHADER_COMBO( BACK_SCATTER, bBackScatter );
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SET_STATIC_PIXEL_SHADER_COMBO( FORWARD_SCATTER, bForwardScatter );
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SET_STATIC_PIXEL_SHADER_COMBO( HIGH_PRECISION_DEPTH, (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? true : false );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER( flesh_ps30 );
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}
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else
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{
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Assert( !"No ps_3_0" );
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}
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // [sRGB] Base
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
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if( bInteriorLayer )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // [sRGB] Backbuffer
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
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}
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if( bTransMatMasks )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Trans mat masks
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
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}
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if( bColorWarp )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // [sRGB] Color Warp
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
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}
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if( bFresnelColorWarp )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // [sRGB] Fresnel color warp (should be sRGB?)
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );
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}
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if( bOpacityTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Opacity
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
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}
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if( bEffectMasks )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Effect masks
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, false );
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}
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if( bIridescentWarp )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // [sRGB] Iridescent warp
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER11, true );
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}
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if( bDetail )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // [sRGB] Detail
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, true );
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}
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if ( bHasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Shadow depth map
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Noise map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); //[sRGB] Flashlight cookie
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );
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// Flashlight passes - additive blending
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pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
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pShaderShadow->EnableAlphaWrites( false );
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pShaderShadow->EnableDepthWrites( false );
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}
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else if ( bAlphaBlend )
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{
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// Base pass - alpha blending (regular translucency)
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pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableAlphaWrites( false ); // TODO: write alpha for fog or not?
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pShaderShadow->EnableDepthWrites( true ); // Rely on depth-sorting
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}
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else
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{
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// Base pass - opaque blending (solid flesh or refractive translucency)
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pShader->DisableAlphaBlending();
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pShaderShadow->EnableAlphaWrites( true );
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pShaderShadow->EnableDepthWrites( true );
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}
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pShaderShadow->EnableSRGBWrite( true );
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// Per-instance state
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pShader->PI_BeginCommandBuffer();
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pShader->PI_SetVertexShaderAmbientLightCube();
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pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
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pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
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pShader->PI_EndCommandBuffer();
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}
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if ( pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) )
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{
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|
if ( !pContextData ) // make sure allocated
|
|||
|
{
|
|||
|
pContextData = new CFlesh_DX9_Context;
|
|||
|
*pContextDataPtr = pContextData;
|
|||
|
}
|
|||
|
pContextData->m_bMaterialVarsChanged = false;
|
|||
|
pContextData->m_SemiStaticCmdsOut.Reset();
|
|||
|
///////////////////////////
|
|||
|
// Semi-static block
|
|||
|
///////////////////////////
|
|||
|
float flConsts[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|||
|
|
|||
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nBumpStrength ) ? params[info.m_nBumpStrength]->GetFloatValue() : kDefaultBumpStrength;
|
|||
|
flConsts[1] = (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? 8192.0f : 192.0f; // destalpha dest scale factor. TODO: put this in its own const and call shaderAPI method to set
|
|||
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nInteriorFogStrength ) ? params[info.m_nInteriorFogStrength]->GetFloatValue() : kDefaultInteriorFogStrength;
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorRefractStrength ) ? params[info.m_nInteriorRefractStrength]->GetFloatValue() : kDefaultInteriorRefractStrength;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 0, flConsts, 1 );
|
|||
|
|
|||
|
Assert( IS_PARAM_DEFINED( info.m_nFresnelParams ) );
|
|||
|
if ( IS_PARAM_DEFINED( info.m_nFresnelParams ) )
|
|||
|
params[info.m_nFresnelParams]->GetVecValue( flConsts, 3 );
|
|||
|
else
|
|||
|
memcpy( flConsts, kDefaultFresnelParams, sizeof( kDefaultFresnelParams ) );
|
|||
|
flConsts[3] = params[info.m_nInteriorBackgroundBoost]->GetFloatValue();
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, flConsts, 1 );
|
|||
|
|
|||
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nRimLightExp ) ? params[info.m_nRimLightExp]->GetFloatValue() : kDefaultRimLightExp;
|
|||
|
flConsts[1] = IS_PARAM_DEFINED( info.m_nRimLightScale ) ? params[info.m_nRimLightScale]->GetFloatValue() : kDefaultRimLightScale;
|
|||
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nSpecScale ) ? params[info.m_nSpecScale]->GetFloatValue() : kDefaultSpecScale;
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp2 ) ? params[info.m_nSpecExp2]->GetFloatValue() : kDefaultSpecExp;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 3, flConsts, 1 );
|
|||
|
|
|||
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nSpecScale2 ) ? params[info.m_nSpecScale2]->GetFloatValue() : kDefaultSpecScale;
|
|||
|
flConsts[1] = IS_PARAM_DEFINED( info.m_nFresnelBumpStrength ) ? params[info.m_nFresnelBumpStrength]->GetFloatValue() : kDefaultFresnelBumpStrength;
|
|||
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nDiffuseSoftNormal ) ? params[info.m_nDiffuseSoftNormal]->GetFloatValue() : kDefaultDiffuseSoftNormal;
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorAmbientScale ) ? params[info.m_nInteriorAmbientScale]->GetFloatValue() : kDefaultInteriorAmbientScale;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 10, flConsts, 1 );
|
|||
|
|
|||
|
// Depth alpha [ TODO: support fog ]
|
|||
|
bool bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha() && !bAlphaBlend;
|
|||
|
if ( IS_PARAM_DEFINED( info.m_nSpecFresnel ) )
|
|||
|
params[info.m_nSpecFresnel]->GetVecValue( flConsts, 3 );
|
|||
|
else
|
|||
|
memcpy( flConsts, kDefaultSpecFresnel, sizeof( kDefaultSpecFresnel ) );
|
|||
|
flConsts[3] = bWriteDepthToAlpha ? 1.0f : 0.0f;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, flConsts, 1 );
|
|||
|
|
|||
|
if ( IS_PARAM_DEFINED( info.m_nPhongColorTint ) )
|
|||
|
params[info.m_nPhongColorTint]->GetVecValue( flConsts, 3 );
|
|||
|
else
|
|||
|
memcpy( flConsts, kDefaultPhongColorTint, sizeof( kDefaultPhongColorTint ) );
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nInteriorBackLightScale ) ? params[info.m_nInteriorBackLightScale]->GetFloatValue() : kDefaultInteriorBackLightScale;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 19, flConsts, 1 );
|
|||
|
|
|||
|
if( bIridescentWarp || bFresnelColorWarp )
|
|||
|
{
|
|||
|
flConsts[0] = ( IS_PARAM_DEFINED( info.m_nIridescenceBoost ) ) ? params[info.m_nIridescenceBoost]->GetFloatValue(): kDefaultIridescenceBoost;
|
|||
|
flConsts[1] = ( IS_PARAM_DEFINED( info.m_nIridescenceExponent ) ) ? params[info.m_nIridescenceExponent]->GetFloatValue(): kDefaultIridescenceExponent;
|
|||
|
flConsts[2] = ( IS_PARAM_DEFINED( info.m_nHueShiftIntensity ) ) ? params[info.m_nHueShiftIntensity]->GetFloatValue(): kDefaultHueShiftIntensity;
|
|||
|
flConsts[3] = ( IS_PARAM_DEFINED( info.m_nHueShiftFresnelExponent ) ) ? params[info.m_nHueShiftFresnelExponent]->GetFloatValue(): kDefaultHueShiftFresnelExponent;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 26, flConsts, 1 );
|
|||
|
}
|
|||
|
|
|||
|
if ( IS_PARAM_DEFINED( info.m_nSelfIllumTint ) )
|
|||
|
params[info.m_nSelfIllumTint]->GetVecValue( flConsts, 3 );
|
|||
|
else
|
|||
|
memcpy( flConsts, kDefaultSelfIllumTint, sizeof( kDefaultSelfIllumTint ) );
|
|||
|
float flDiffuseExp = IS_PARAM_DEFINED( info.m_nDiffuseExponent ) ? params[info.m_nDiffuseExponent]->GetFloatValue() : kDefaultDiffuseExponent;
|
|||
|
flConsts[3] = pow( 0.5f, flDiffuseExp );
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 27, flConsts, 1 );
|
|||
|
|
|||
|
if ( IS_PARAM_DEFINED( info.m_nInteriorColor ) )
|
|||
|
params[info.m_nInteriorColor]->GetVecValue( flConsts, 3 );
|
|||
|
else
|
|||
|
memcpy( flConsts, kDefaultInteriorColor, sizeof( kDefaultInteriorColor ) );
|
|||
|
flConsts[3] = params[info.m_nInteriorRefractBlur]->GetFloatValue();
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 32, flConsts, 1 );
|
|||
|
|
|||
|
if ( IS_PARAM_DEFINED( info.m_nSpecFresnel2 ) )
|
|||
|
params[info.m_nSpecFresnel2]->GetVecValue( flConsts, 3 );
|
|||
|
else
|
|||
|
memcpy( flConsts, kDefaultSpecFresnel2, sizeof( kDefaultSpecFresnel2 ) );
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nPhong2Softness ) ? params[info.m_nPhong2Softness]->GetFloatValue() : kDefaultPhong2Softness;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 42, flConsts, 1 );
|
|||
|
|
|||
|
flConsts[0] = flDiffuseExp;
|
|||
|
flConsts[1] = IS_PARAM_DEFINED( info.m_nNormal2Softness ) ? params[info.m_nNormal2Softness]->GetFloatValue() : kDefaultNormal2Softness;
|
|||
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nAmbientBoost ) ? params[info.m_nAmbientBoost]->GetFloatValue() : kDefaultAmbientBoost;
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nAmbientBoostMaskMode ) ? params[info.m_nAmbientBoostMaskMode]->GetIntValue() : kDefaultAmbientBoostMaskMode;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 43, flConsts, 1 );
|
|||
|
|
|||
|
if ( bForwardScatter || bBackScatter )
|
|||
|
{
|
|||
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nForwardScatter ) ? params[info.m_nForwardScatter]->GetFloatValue() : kDefaultForwardScatter;
|
|||
|
flConsts[1] = IS_PARAM_DEFINED( info.m_nBackScatter ) ? params[info.m_nBackScatter]->GetFloatValue() : kDefaultBackScatter;
|
|||
|
flConsts[2] = IS_PARAM_DEFINED( info.m_nSSDepth ) ? params[info.m_nSSDepth]->GetFloatValue() : kDefaultSSDepth;
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nSSBentNormalIntensity ) ? params[info.m_nSSBentNormalIntensity]->GetFloatValue() : kDefaultSSBentNormalIntensity;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 44, flConsts, 1 );
|
|||
|
|
|||
|
if( IS_PARAM_DEFINED( info.m_nSSColorTint ) )
|
|||
|
params[info.m_nSSColorTint]->GetVecValue( flConsts, 3 );
|
|||
|
else
|
|||
|
memcpy( flConsts, kDefaultSSColorTint, sizeof( kDefaultSSColorTint ) );
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nSSTintByAlbedo ) ? params[info.m_nSSTintByAlbedo]->GetFloatValue() : kDefaultSSTintByAlbedo;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 45, flConsts, 1 );
|
|||
|
}
|
|||
|
|
|||
|
flConsts[0] = 0.0f;
|
|||
|
flConsts[1] = 0.0f;
|
|||
|
if ( bDetail )
|
|||
|
{
|
|||
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nDetailBlendMode ) ? params[info.m_nDetailBlendMode]->GetIntValue() : kDefaultDetailBlendMode;
|
|||
|
flConsts[1] = IS_PARAM_DEFINED( info.m_nDetailBlendFactor) ? params[info.m_nDetailBlendFactor]->GetFloatValue() : kDefaultDetailBlendFactor;
|
|||
|
flConsts[2] = 0.0f;
|
|||
|
}
|
|||
|
flConsts[3] = IS_PARAM_DEFINED( info.m_nSpecExp ) ? params[info.m_nSpecExp]->GetFloatValue() : kDefaultSpecExp;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 46, flConsts, 1 );
|
|||
|
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, BASETEXTURE, -1 );
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nNormalMap, -1 );
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
|
|||
|
|
|||
|
if ( bTransMatMasks )
|
|||
|
{
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nTransMatMasksTexture, -1 );
|
|||
|
}
|
|||
|
|
|||
|
if ( bColorWarp )
|
|||
|
{
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nColorWarpTexture, -1 );
|
|||
|
}
|
|||
|
|
|||
|
if ( bFresnelColorWarp )
|
|||
|
{
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nFresnelColorWarpTexture, -1 );
|
|||
|
}
|
|||
|
|
|||
|
if ( bOpacityTexture )
|
|||
|
{
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nOpacityTexture, -1 );
|
|||
|
}
|
|||
|
|
|||
|
if ( bEffectMasks )
|
|||
|
{
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, info.m_nEffectMasksTexture, -1 );
|
|||
|
}
|
|||
|
|
|||
|
if ( bIridescentWarp )
|
|||
|
{
|
|||
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nIridescentWarpTexture, -1 );
|
|||
|
}
|
|||
|
|
|||
|
// VS consts
|
|||
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nUVScale ) ? params[info.m_nUVScale]->GetFloatValue() : kDefaultUVScale;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, flConsts, 1 );
|
|||
|
|
|||
|
flConsts[0] = IS_PARAM_DEFINED( info.m_nDetailScale ) ? params[info.m_nDetailScale]->GetFloatValue() : kDefaultDetailScale;
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, flConsts, 1 );
|
|||
|
|
|||
|
if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nDetailTextureTransform, info.m_nDetailScale );
|
|||
|
else
|
|||
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
|
|||
|
|
|||
|
pContextData->m_SemiStaticCmdsOut.End();
|
|||
|
// end semi-static block
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
if ( pShaderAPI ) //DYNAMIC_STATE
|
|||
|
{
|
|||
|
CCommandBufferBuilder< CFixedCommandStorageBuffer< 400 > > DynamicCmdsOut;
|
|||
|
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
|
|||
|
///////////////////////////
|
|||
|
// dynamic block
|
|||
|
///////////////////////////
|
|||
|
|
|||
|
float camPos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|||
|
pShaderAPI->GetWorldSpaceCameraPosition( camPos );
|
|||
|
DynamicCmdsOut.SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, camPos );
|
|||
|
|
|||
|
if ( bDetail )
|
|||
|
{
|
|||
|
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetailTexture, info.m_nDetailFrame );
|
|||
|
}
|
|||
|
|
|||
|
float mView[16];
|
|||
|
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView );
|
|||
|
DynamicCmdsOut.SetPixelShaderConstant( 33, mView, 3 );
|
|||
|
|
|||
|
DynamicCmdsOut.SetPixelShaderFogParams( 36 );
|
|||
|
|
|||
|
LightState_t lightState = { 0, false, false };
|
|||
|
pShaderAPI->GetDX9LightState( &lightState );
|
|||
|
|
|||
|
// flashlightfixme: put this in common code.
|
|||
|
bool bFlashlightShadows = false;
|
|||
|
if ( bHasFlashlight )
|
|||
|
{
|
|||
|
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
|
|||
|
VMatrix worldToTexture;
|
|||
|
ITexture *pFlashlightDepthTexture;
|
|||
|
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
|
|||
|
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
|
|||
|
bFlashlightShadows = state.m_bEnableShadows;
|
|||
|
|
|||
|
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
|
|||
|
|
|||
|
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
|
|||
|
{
|
|||
|
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, pFlashlightDepthTexture, -1 );
|
|||
|
DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_SHADOW_NOISE_2D );
|
|||
|
}
|
|||
|
|
|||
|
float atten[4], pos[4], tweaks[4];
|
|||
|
|
|||
|
atten[0] = state.m_fConstantAtten; // Set the flashlight attenuation factors
|
|||
|
atten[1] = state.m_fLinearAtten;
|
|||
|
atten[2] = state.m_fQuadraticAtten;
|
|||
|
atten[3] = state.m_FarZAtten;
|
|||
|
DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
|
|||
|
|
|||
|
pos[0] = state.m_vecLightOrigin[0]; // Set the flashlight origin
|
|||
|
pos[1] = state.m_vecLightOrigin[1];
|
|||
|
pos[2] = state.m_vecLightOrigin[2];
|
|||
|
pos[3] = state.m_FarZ;
|
|||
|
|
|||
|
DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost
|
|||
|
DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
|
|||
|
|
|||
|
// Tweaks associated with a given flashlight
|
|||
|
tweaks[0] = ShadowFilterFromState( state );
|
|||
|
tweaks[1] = ShadowAttenFromState( state );
|
|||
|
pShader->HashShadow2DJitter( state.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
|
|||
|
DynamicCmdsOut.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 );
|
|||
|
|
|||
|
int nTexWidth, nTexHeight;
|
|||
|
pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );
|
|||
|
|
|||
|
vScreenScale[0] = (float) nWidth / nTexWidth;
|
|||
|
vScreenScale[1] = (float) nHeight / nTexHeight;
|
|||
|
|
|||
|
DynamicCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
|
|||
|
}
|
|||
|
DynamicCmdsOut.End();
|
|||
|
|
|||
|
// end dynamic block
|
|||
|
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
|
|||
|
|
|||
|
// Set Vertex Shader Combos
|
|||
|
DECLARE_DYNAMIC_VERTEX_SHADER( flesh_vs30 );
|
|||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
|
|||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
|
|||
|
SET_DYNAMIC_VERTEX_SHADER( flesh_vs30 );
|
|||
|
|
|||
|
// Set Pixel Shader Combos
|
|||
|
if( /*g_pHardwareConfig->SupportsPixelShaders_2_b()*/ true )
|
|||
|
{
|
|||
|
DECLARE_DYNAMIC_PIXEL_SHADER( flesh_ps30 );
|
|||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
|
|||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
|
|||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
|
|||
|
SET_DYNAMIC_PIXEL_SHADER( flesh_ps30 );
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Assert( !"No ps_3_0" );
|
|||
|
}
|
|||
|
}
|
|||
|
pShader->Draw();
|
|||
|
}
|