sqwarmed/sdk_src/materialsystem/stdshaders/flesh_helper.cpp

578 lines
28 KiB
C++

//========= Copyright © 1996-2009, Valve Corporation, All rights reserved. ============//
#include "BaseVSShader.h"
#include "flesh_helper.h"
#include "cpp_shader_constant_register_map.h"
/*
#include "mathlib/VMatrix.h"
#include "convar.h"
*/
// Auto generated inc files
#include "flesh_vs30.inc"
#include "flesh_ps30.inc"
#include "shaderlib/commandbuilder.h"
void InitParamsFlesh( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, FleshVars_t &info )
{
// Set material parameter default values
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nUVScale, kDefaultUVScale );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDetailScale, kDefaultDetailScale );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nDetailFrame, kDefaultDetailFrame );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nDetailBlendMode, kDefaultDetailBlendMode );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDetailBlendFactor, kDefaultDetailBlendFactor );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nBumpStrength, kDefaultBumpStrength );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nFresnelBumpStrength, kDefaultFresnelBumpStrength );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nInteriorEnable, kDefaultInteriorEnable );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorFogStrength, kDefaultInteriorFogStrength );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorBackgroundBoost, kDefaultInteriorBackgroundBoost );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorAmbientScale, kDefaultInteriorAmbientScale );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorBackLightScale, kDefaultInteriorBackLightScale );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nInteriorColor, kDefaultInteriorColor, 3 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorRefractStrength, kDefaultInteriorRefractStrength );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nInteriorRefractBlur, kDefaultInteriorRefractBlur );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nFresnelParams, kDefaultFresnelParams, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nPhongColorTint, kDefaultPhongColorTint, 3 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDiffuseSoftNormal, kDefaultDiffuseSoftNormal );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nDiffuseExponent, kDefaultDiffuseExponent );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecExp, kDefaultSpecExp );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecScale, kDefaultSpecScale );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecExp2, kDefaultSpecExp );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSpecScale2, kDefaultSpecScale );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nPhong2Softness, kDefaultPhong2Softness );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRimLightExp, kDefaultRimLightExp );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nRimLightScale, kDefaultRimLightScale );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nSelfIllumTint, kDefaultSelfIllumTint, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nUVProjOffset, kDefaultUVProjOffset, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBBMin, kDefaultBB, 3 );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nBBMax, kDefaultBB, 3 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nBackScatter, kDefaultBackScatter );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nForwardScatter, kDefaultForwardScatter );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nAmbientBoost, kDefaultAmbientBoost );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nAmbientBoostMaskMode, kDefaultAmbientBoostMaskMode );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nIridescenceExponent, kDefaultIridescenceExponent );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nIridescenceBoost, kDefaultIridescenceBoost );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nHueShiftIntensity, kDefaultHueShiftIntensity );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nHueShiftFresnelExponent, kDefaultHueShiftFresnelExponent );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSSDepth, kDefaultSSDepth );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSSTintByAlbedo, kDefaultSSTintByAlbedo );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nSSBentNormalIntensity, kDefaultSSBentNormalIntensity );
SET_PARAM_VEC_IF_NOT_DEFINED( info.m_nSSColorTint, kDefaultSSColorTint, 3 );
SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nNormal2Softness, kDefaultNormal2Softness );
// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
Assert( info.m_nFlashlightTexture >= 0 );
params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nFlashlightTextureFrame, 0 );
SET_PARAM_INT_IF_NOT_DEFINED( info.m_nBumpFrame, kDefaultBumpFrame )
// Set material flags
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
//SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
// If 'interior' is enabled, we use the refract buffer:
if ( params[info.m_nInteriorEnable]->IsDefined() && params[info.m_nInteriorEnable]->GetIntValue() != 0 )
{
//SET_FLAGS2( MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
}
}
void InitFlesh( CBaseVSShader *pShader, IMaterialVar** params, FleshVars_t &info )
{
// Load textures
if ( (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture );
}
if ( (info.m_nNormalMap != -1) && params[info.m_nNormalMap]->IsDefined() )
{
pShader->LoadTexture( info.m_nNormalMap );
}
if ( (info.m_nTransMatMasksTexture != -1) && params[info.m_nTransMatMasksTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nTransMatMasksTexture );
}
if ( (info.m_nEffectMasksTexture != -1) && params[info.m_nEffectMasksTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nEffectMasksTexture );
}
if ( (info.m_nIridescentWarpTexture != -1) && params[info.m_nIridescentWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nIridescentWarpTexture );
}
if ( (info.m_nFresnelColorWarpTexture != -1) && params[info.m_nFresnelColorWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nFresnelColorWarpTexture );
}
if ( (info.m_nColorWarpTexture != -1) && params[info.m_nColorWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nColorWarpTexture );
}
if ( (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nOpacityTexture );
}
if ( (info.m_nFlashlightTexture != -1) && params[info.m_nFlashlightTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nFlashlightTexture );
}
if ( ( info.m_nDetailTexture != -1) && params[info.m_nDetailTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nDetailTexture );
}
}
class CFlesh_DX9_Context : public CBasePerMaterialContextData
{
public:
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1200 > > m_SemiStaticCmdsOut;
};
void DrawFlesh( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, FleshVars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
CFlesh_DX9_Context *pContextData = reinterpret_cast< CFlesh_DX9_Context *> ( *pContextDataPtr );
bool bHasFlashlight = pShader->UsingFlashlight( params );
bool bAlphaBlend = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
bool bDetail = ( info.m_nDetailTexture != -1 ) && ( params[info.m_nDetailTexture]->IsTexture() );
if ( pShader->IsSnapshotting() || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
{
bool bTransMatMasks = (info.m_nTransMatMasksTexture != -1) && params[info.m_nTransMatMasksTexture]->IsTexture();
bool bEffectMasks = (info.m_nEffectMasksTexture != -1) && params[info.m_nEffectMasksTexture]->IsTexture();
bool bIridescentWarp = (info.m_nIridescentWarpTexture != -1) && params[info.m_nIridescentWarpTexture]->IsTexture();
bool bFresnelColorWarp = (info.m_nFresnelColorWarpTexture != -1) && params[info.m_nFresnelColorWarpTexture]->IsTexture();
bool bColorWarp = (info.m_nColorWarpTexture != -1) && params[info.m_nColorWarpTexture]->IsTexture();
bool bOpacityTexture = (info.m_nOpacityTexture != -1) && params[info.m_nOpacityTexture]->IsTexture();
bool bInteriorLayer = (info.m_nInteriorEnable != -1) && ( params[info.m_nInteriorEnable]->GetIntValue() > 0 );
bool bBackScatter = ( info.m_nBackScatter != -1 ) && ( params[info.m_nBackScatter]->GetFloatValue() > 0 );
bool bForwardScatter = ( info.m_nForwardScatter != -1) && ( params[info.m_nForwardScatter]->GetFloatValue() > 0 );
bool bNormal2 = ( info.m_nNormal2Softness != -1 ) && ( params[info.m_nNormal2Softness]->GetFloatValue() > 0 );
if ( pShader->IsSnapshotting() )
{
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 4;
int texCoordDims[4] = { 2, 2, 2, 2 };
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, texCoordDims, userDataSize );
int nShadowFilterMode = 0;
if ( bHasFlashlight )
{
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
}
DECLARE_STATIC_VERTEX_SHADER( flesh_vs30 );
SET_STATIC_VERTEX_SHADER( flesh_vs30 );
// Pixel Shader
if( /* g_pHardwareConfig->SupportsPixelShaders_3_0() */ true )
{
DECLARE_STATIC_PIXEL_SHADER( flesh_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( ALPHABLEND, bAlphaBlend );
SET_STATIC_PIXEL_SHADER_COMBO( TRANSMAT, bTransMatMasks );
SET_STATIC_PIXEL_SHADER_COMBO( FRESNEL_WARP, bFresnelColorWarp );
SET_STATIC_PIXEL_SHADER_COMBO( EFFECTS, bEffectMasks );
SET_STATIC_PIXEL_SHADER_COMBO( TINTING, bColorWarp );
SET_STATIC_PIXEL_SHADER_COMBO( IRIDESCENCE, bIridescentWarp );
SET_STATIC_PIXEL_SHADER_COMBO( OPACITY_TEXTURE, bOpacityTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL, bDetail );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL2SOFT, bNormal2 );
SET_STATIC_PIXEL_SHADER_COMBO( INTERIOR_LAYER, bInteriorLayer );
SET_STATIC_PIXEL_SHADER_COMBO( BACK_SCATTER, bBackScatter );
SET_STATIC_PIXEL_SHADER_COMBO( FORWARD_SCATTER, bForwardScatter );
SET_STATIC_PIXEL_SHADER_COMBO( HIGH_PRECISION_DEPTH, (g_pHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT) ? true : false );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER( flesh_ps30 );
}
else
{
Assert( !"No ps_3_0" );
}
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // [sRGB] Base
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
if( bInteriorLayer )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // [sRGB] Backbuffer
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
}
if( bTransMatMasks )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Trans mat masks
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
}
if( bColorWarp )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // [sRGB] Color Warp
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
}
if( bFresnelColorWarp )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // [sRGB] Fresnel color warp (should be sRGB?)
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );
}
if( bOpacityTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Opacity
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
}
if( bEffectMasks )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Effect masks
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, false );
}
if( bIridescentWarp )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // [sRGB] Iridescent warp
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER11, true );
}
if( bDetail )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // [sRGB] Detail
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, true );
}
if ( bHasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Shadow depth map
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Noise map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); //[sRGB] Flashlight cookie
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );
// Flashlight passes - additive blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableDepthWrites( false );
}
else if ( bAlphaBlend )
{
// Base pass - alpha blending (regular translucency)
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false ); // TODO: write alpha for fog or not?
pShaderShadow->EnableDepthWrites( true ); // Rely on depth-sorting
}
else
{
// Base pass - opaque blending (solid flesh or refractive translucency)
pShader->DisableAlphaBlending();
pShaderShadow->EnableAlphaWrites( true );
pShaderShadow->EnableDepthWrites( true );
}
pShaderShadow->EnableSRGBWrite( true );
// Per-instance state
pShader->PI_BeginCommandBuffer();
pShader->PI_SetVertexShaderAmbientLightCube();
pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
pShader->PI_EndCommandBuffer();
}
if ( pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) )
{
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();
}