//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "BaseVSShader.h" #include "mathlib/bumpvects.h" #include "cpp_shader_constant_register_map.h" #include "lightmappedgeneric_vs20.inc" #include "lightmappedgeneric_decal_vs20.inc" #include "lightmappedgeneric_decal_ps20.inc" #include "lightmappedgeneric_decal_ps20b.inc" #include "decalbasetimeslightmapalphablendselfillum2_ps20.inc" #include "decalbasetimeslightmapalphablendselfillum2_ps20b.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9 ) extern ConVar r_flashlight_version2; BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9, "" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 ) SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" ) SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { if ( g_pHardwareConfig->SupportsBorderColor() ) { params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); } else { params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); } SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); } SHADER_FALLBACK { if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) { return "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8"; } return 0; } SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); LoadTexture( SELFILLUMTEXTURE ); } void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow ) { if( IsSnapshotting() ) { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableSRGBWrite( true ); // Base Texture pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); // Lightmaps pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ); int pTexCoords[3] = { 2, 2, 1 }; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 ); DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b ); SET_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 ); SET_STATIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 ); } FogToFogColor(); } else { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); // Load the z^2 components of the lightmap coordinate axes only // This is (N dot basis)^2 Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z ); vecZValues *= vecZValues; Vector4D basis[3]; basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f ); basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f ); basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f ); pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetModulationPixelShaderDynamicState( 3 ); DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_decal_vs20 ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_decal_ps20 ); } } Draw(); if( IsSnapshotting() ) { SetInitialShadowState( ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); // Base texture pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBWrite( true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, false ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, false ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, false ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, false ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false ); #ifdef _X360 SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, 0 ); #endif SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b ); SET_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 ); SET_STATIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 ); } FogToFogColor(); } else { BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME ); DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, false ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, false ); SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); float vEyePos_SpecExponent[4]; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); vEyePos_SpecExponent[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER( decalbasetimeslightmapalphablendselfillum2_ps20 ); } } Draw(); } void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bUsingFlashlight ) { if( bUsingFlashlight ) { DrawFlashlight_dx90_Vars_t flashlightVars; flashlightVars.m_bBump = false; flashlightVars.m_nBumpmapVar = -1; flashlightVars.m_nBumpmapFrame = -1; flashlightVars.m_nBumpTransform = -1; flashlightVars.m_nFlashlightTextureVar = FLASHLIGHTTEXTURE; flashlightVars.m_nFlashlightTextureFrameVar = FLASHLIGHTTEXTUREFRAME; flashlightVars.m_bLightmappedGeneric = true; flashlightVars.m_bWorldVertexTransition = false; // int nWorldVertexTransitionPassID = 0 flashlightVars.m_nBaseTexture2Var = -1; flashlightVars.m_nBaseTexture2FrameVar = -1; flashlightVars.m_bTeeth = false; flashlightVars.m_nTeethForwardVar = 0; flashlightVars.m_nTeethIllumFactorVar = 0; DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, flashlightVars ); } else { DrawDecal( params, pShaderAPI, pShaderShadow ); } } SHADER_DRAW { bool bUsingFlashlight = UsingFlashlight( params ); if ( bUsingFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) ) { DrawPass( params, pShaderAPI, pShaderShadow, false ); if ( pShaderShadow ) { SetInitialShadowState( ); } } DrawPass( params, pShaderAPI, pShaderShadow, bUsingFlashlight ); } END_SHADER