Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
/* Based heavily on cloak_blended_pass, look at cloak_blended_pass_helper.cpp
==================================================================================================== */
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "weapon_sheen_pass_helper.h"
#include "convar.h"
// Auto generated inc files
#include "weapon_sheen_pass_vs20.inc"
#include "weapon_sheen_pass_ps20.inc"
#include "weapon_sheen_pass_ps20b.inc"
#ifndef _X360
#include "weapon_sheen_pass_vs30.inc"
#include "weapon_sheen_pass_ps30.inc"
#endif
void InitParamsWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, WeaponSheenPassVars_t &info )
{
// Set material flags
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS( MATERIAL_VAR_MODEL );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
// Set material parameter default values
if ( ( info.m_nSheenMapMaskFrame != -1 ) && ( !params[info.m_nSheenMapMaskFrame]->IsDefined() ) )
{
params[info.m_nSheenMapMaskFrame]->SetFloatValue( 0 );
}
if ( ( info.m_nSheenMapTint != -1 ) && ( !params[info.m_nSheenMapTint]->IsDefined() ) )
{
params[info.m_nSheenMapTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f );
}
if ( ( info.m_nSheenMapMaskScaleX != -1 ) && ( !params[info.m_nSheenMapMaskScaleX]->IsDefined() ) )
{
params[info.m_nSheenMapMaskScaleX]->SetFloatValue( 1.0f );
}
if ( ( info.m_nSheenMapMaskScaleY != -1 ) && ( !params[info.m_nSheenMapMaskScaleY]->IsDefined() ) )
{
params[info.m_nSheenMapMaskScaleY]->SetFloatValue( 1.0f );
}
if ( ( info.m_nSheenMapMaskOffsetX != -1 ) && ( !params[info.m_nSheenMapMaskOffsetX]->IsDefined() ) )
{
params[info.m_nSheenMapMaskOffsetX]->SetFloatValue( 0 );
}
if ( ( info.m_nSheenMapMaskOffsetY != -1 ) && ( !params[info.m_nSheenMapMaskOffsetY]->IsDefined() ) )
{
params[info.m_nSheenMapMaskOffsetY]->SetFloatValue( 0 );
}
if ( ( info.m_nSheenMapMaskDirection != -1 ) && ( !params[info.m_nSheenMapMaskDirection]->IsDefined() ) )
{
params[info.m_nSheenMapMaskDirection]->SetFloatValue( 0 );
}
if( (info.m_nSheenIndex != -1 ) && !params[info.m_nSheenIndex]->IsDefined() )
{
params[info.m_nSheenIndex]->SetIntValue( 0 );
}
if( (info.m_nBumpFrame != -1 ) && !params[info.m_nBumpFrame]->IsDefined() )
{
params[info.m_nBumpFrame]->SetIntValue( 0 );
}
}
void InitWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, WeaponSheenPassVars_t &info )
{
// Load textures
if ( g_pConfig->UseBumpmapping() )
{
if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadTexture( info.m_nBumpmap );
}
}
if ( (info.m_nSheenMap != -1) && params[info.m_nSheenMap]->IsDefined() )
{
pShader->LoadCubeMap( info.m_nSheenMap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
}
if ( (info.m_nSheenMapMask != -1) && params[info.m_nSheenMapMask]->IsDefined() )
{
pShader->LoadTexture( info.m_nSheenMapMask );
}
}
void DrawWeaponSheenPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, WeaponSheenPassVars_t &info, VertexCompressionType_t vertexCompression )
{
bool bBumpMapping = ( !g_pConfig->UseBumpmapping() ) || ( info.m_nBumpmap == -1 ) || !params[info.m_nBumpmap]->IsTexture() ? 0 : 1;
SHADOW_STATE
{
// Reset shadow state manually since we're drawing from two materials
pShader->SetInitialShadowState( );
// Set stream format (note that this shader supports compression)
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
int nTexCoordCount = 1;
int userDataSize = 0;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs20 );
// Pixel Shader
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
// Vertex Shader
DECLARE_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_VERTEX_SHADER( weapon_sheen_pass_vs30 );
// Pixel Shader
DECLARE_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpMapping ? 1 : 0 );
SET_STATIC_PIXEL_SHADER( weapon_sheen_pass_ps30 );
}
#endif
// Textures
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Refraction texture
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
if ( bBumpMapping )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Bump
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); // Not sRGB
}
pShaderShadow->EnableSRGBWrite( true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
}
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );
}
// Blending
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableAlphaWrites( false );
// !!! We need to turn this back on because EnableAlphaBlending() above disables it!
pShaderShadow->EnableDepthWrites( true );
}
DYNAMIC_STATE
{
// Reset render state manually since we're drawing from two materials
pShaderAPI->SetDefaultState();
// Set Vertex Shader Constants
if ( ( bBumpMapping ) && ( info.m_nBumpTransform != -1 ) )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBumpTransform );
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs20 );
// Set Pixel Shader Combos
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20b );
SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20 );
SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps20 );
}
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
// Set Vertex Shader Combos
DECLARE_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( weapon_sheen_pass_vs30 );
// Set Pixel Shader Combos
DECLARE_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps30 );
SET_DYNAMIC_PIXEL_SHADER( weapon_sheen_pass_ps30 );
}
#endif
// Bind textures
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_FRAME_BUFFER_FULL_TEXTURE_0 ); // Refraction Map
if ( bBumpMapping )
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
}
if ( info.m_nSheenMap != -1 )
{
pShader->BindTexture( SHADER_SAMPLER2, info.m_nSheenMap, -1 );
}
if ( info.m_nSheenMapMask != -1 )
{
pShader->BindTexture( SHADER_SAMPLER3, info.m_nSheenMapMask, info.m_nSheenMapMaskFrame );
}
// Set Pixel Shader Constants
float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
pShaderAPI->SetPixelShaderConstant( 5, vEyePos, 1 );
float vPackedConst1[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst1[0] = IS_PARAM_DEFINED( info.m_nSheenMapMaskScaleX ) ? params[info.m_nSheenMapMaskScaleX]->GetFloatValue() : 1.0f;
vPackedConst1[1] = IS_PARAM_DEFINED( info.m_nSheenMapMaskScaleY ) ? params[info.m_nSheenMapMaskScaleY]->GetFloatValue() : 1.0f;
vPackedConst1[2] = IS_PARAM_DEFINED( info.m_nSheenMapMaskOffsetX ) ? params[info.m_nSheenMapMaskOffsetX]->GetFloatValue() : 0.0f;
vPackedConst1[3] = IS_PARAM_DEFINED( info.m_nSheenMapMaskOffsetY ) ? params[info.m_nSheenMapMaskOffsetY]->GetFloatValue() : 0.0f;
pShaderAPI->SetPixelShaderConstant( 6, vPackedConst1, 1 );
float vPackedConst2[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vPackedConst2[0] = IS_PARAM_DEFINED( info.m_nSheenMapMaskDirection ) ? params[info.m_nSheenMapMaskDirection]->GetFloatValue() : 0.0f;
vPackedConst2[1] = IS_PARAM_DEFINED( info.m_nSheenIndex ) ? params[info.m_nSheenIndex]->GetFloatValue() : 0.0f;
pShaderAPI->SetPixelShaderConstant( 7, vPackedConst2, 1 );
// Map color tint
pShaderAPI->SetPixelShaderConstant( 8, IS_PARAM_DEFINED( info.m_nSheenMapTint ) ? params[info.m_nSheenMapTint]->GetVecValue() : kDefaultSheenColorTint, 1 );
// Set c0 and c1 to contain first two rows of ViewProj matrix
VMatrix mView, mProj;
pShaderAPI->GetMatrix( MATERIAL_VIEW, mView.m[0] );
pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mProj.m[0] );
VMatrix mViewProj = mView * mProj;
mViewProj = mViewProj.Transpose3x3();
pShaderAPI->SetPixelShaderConstant( 0, mViewProj.m[0], 2 );
}
pShader->Draw();
}
bool ShouldDrawMaterialSheen ( IMaterialVar** params, WeaponSheenPassVars_t &info )
{
// If the frame is zero we're not rendering
if ( IS_PARAM_DEFINED( info.m_nSheenMapMaskFrame ) && params[info.m_nSheenMapMaskFrame]->GetIntValue() > 0 )
{
return true;
}
return false;
}