Files
cool-source-archive/materialsystem/stdshaders/VertexlitPBR_dx9_helper.cpp
2021-10-10 19:41:28 +05:00

478 lines
18 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "BaseVSShader.h"
#include "vertexlitPBR_dx9_helper.h"
#include "convar.h"
#include "cpp_shader_constant_register_map.h"
#include "vertexlitPBR_vs30.inc"
#include "vertexlitPBR_ps30.inc"
#include "commandbuilder.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
static ConVar r_rimlight( "r_rimlight", "1", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Initialize shader parameters
//-----------------------------------------------------------------------------
void InitParamsVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitPBR_DX9_Vars_t &info )
{
// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
Assert( info.m_nFlashlightTexture >= 0 );
params[info.m_nBRDF]->SetStringValue("models/PBRTest/BRDF");
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
if (((info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined())
// we don't need a tangent space if we have envmap without bumpmap
// || ( info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() )
)
{
SET_FLAGS2(MATERIAL_VAR2_NEEDS_TANGENT_SPACES);
}
// This shader can be used with hw skinning
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
//-----------------------------------------------------------------------------
// Initialize shader
//-----------------------------------------------------------------------------
void InitVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitPBR_DX9_Vars_t &info )
{
Assert( info.m_nFlashlightTexture >= 0 );
pShader->LoadTexture(info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB);
bool bIsBaseTextureTranslucent = false;
if ( params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
{
bIsBaseTextureTranslucent = true;
}
}
if (info.m_nRoughness != -1 && params[info.m_nRoughness]->IsDefined())
{
pShader->LoadTexture(info.m_nRoughness);
}
if (info.m_nMetallic != -1 && params[info.m_nMetallic]->IsDefined())
{
pShader->LoadTexture(info.m_nMetallic);
}
if (info.m_nAO != -1 && params[info.m_nAO]->IsDefined())
{
pShader->LoadTexture(info.m_nAO);
}
if (info.m_nEmissive != -1 && params[info.m_nEmissive]->IsDefined())
{
pShader->LoadTexture(info.m_nEmissive);
}
if (info.m_nBRDF != -1 && params[info.m_nBRDF]->IsDefined())
{
pShader->LoadTexture(info.m_nBRDF);
}
if (info.m_nLightmap != -1 && params[info.m_nLightmap]->IsDefined())
{
pShader->LoadTexture(info.m_nLightmap);
}
if (info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined())
{
if (!IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE))
{
int flags = g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0;
flags |= TEXTUREFLAGS_ALL_MIPS;
pShader->LoadCubeMap(info.m_nEnvmap, flags);
}
else
{
pShader->LoadTexture(info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0);
}
if (!g_pHardwareConfig->SupportsCubeMaps())
{
SET_FLAGS(MATERIAL_VAR_ENVMAPSPHERE);
}
}
if (g_pConfig->UseBumpmapping())
{
if ((info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined())
{
pShader->LoadBumpMap(info.m_nBumpmap);
SET_FLAGS2(MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL);
}
}
}
class CVertexLitPBR_DX9_Context : public CBasePerMaterialContextData
{
public:
CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
bool m_bFastPath;
};
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
static void DrawVertexLitPBR_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
bool bHasFlashlight, VertexLitPBR_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
bool bHasRoughness = (info.m_nRoughness != -1) && params[info.m_nRoughness]->IsTexture();
bool bHasMetallic = (info.m_nMetallic != -1) && params[info.m_nMetallic]->IsTexture();
bool bHasAO = (info.m_nAO != -1) && params[info.m_nAO]->IsTexture();
bool bHasEmissive = (info.m_nEmissive != -1) && params[info.m_nEmissive]->IsTexture();
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
bool bHasEnvmap =(info.m_nEnvmap != -1) && params[info.m_nEnvmap]->IsTexture();
bool bHasLegacyEnvSphereMap = bHasEnvmap && IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE);
bool bHasBump = IsTextureSet(info.m_nBumpmap, params);
bool bUseSmoothness = info.m_nUseSmoothness != -1 && params[info.m_nUseSmoothness]->GetIntValue() == 1;
bool bHasLightmap = (info.m_nLightmap != -1) && params[info.m_nLightmap]->IsTexture();
bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
bool bHasVertexAlpha = IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA);
BlendType_t nBlendType= pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested && !bHasFlashlight;
CVertexLitPBR_DX9_Context *pContextData = reinterpret_cast< CVertexLitPBR_DX9_Context *> ( *pContextDataPtr );
if ( !pContextData )
{
pContextData = new CVertexLitPBR_DX9_Context;
*pContextDataPtr = pContextData;
}
if( pShader->IsSnapshotting() )
{
pShaderShadow->EnableAlphaTest( bIsAlphaTested );
if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
{
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
}
int nShadowFilterMode = 0;
if( bHasFlashlight )
{
if (params[info.m_nBaseTexture]->IsTexture())
{
pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
}
if( bIsAlphaTested )
{
// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
// be the same on both the regular pass and the flashlight pass.
pShaderShadow->EnableAlphaTest( false );
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
}
pShaderShadow->EnableBlending( true );
pShaderShadow->EnableDepthWrites( false );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
}
else // not flashlight pass
{
if (params[info.m_nBaseTexture]->IsTexture())
{
pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
}
}
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
int userDataSize = 0;
// Always enable...will bind white if nothing specified...
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture(SHADER_SAMPLER1, true); // Roughness map
pShaderShadow->EnableTexture(SHADER_SAMPLER2, true); // Metallic map
if (bHasEnvmap)
{
pShaderShadow->EnableTexture(SHADER_SAMPLER7, true);
if (g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE)
{
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER7, true);
}
}
if (bHasVertexColor || bHasVertexAlpha)
{
flags |= VERTEX_COLOR;
}
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
if( bHasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
}
pShaderShadow->EnableTexture(SHADER_SAMPLER8, true); // BRDF for IBL
pShaderShadow->EnableTexture(SHADER_SAMPLER9, true); // Ambient Occlusion
pShaderShadow->EnableTexture(SHADER_SAMPLER10, true); // Emissive map
pShaderShadow->EnableTexture(SHADER_SAMPLER11, true); // Lightmap
// Always enable, since flat normal will be bound
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
userDataSize = 4; // tangent S
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map
pShaderShadow->EnableSRGBWrite( true );
// texcoord0 : base texcoord
int pTexCoordDim[3] = { 2, 2, 3 };
int nTexCoordCount = 1;
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
DECLARE_STATIC_VERTEX_SHADER(vertexlitpbr_vs30);
SET_STATIC_VERTEX_SHADER_COMBO(VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha);
SET_STATIC_VERTEX_SHADER_COMBO(CUBEMAP, bHasEnvmap);
SET_STATIC_VERTEX_SHADER_COMBO(DONT_GAMMA_CONVERT_VERTEX_COLOR, bHasVertexColor);
SET_STATIC_VERTEX_SHADER(vertexlitpbr_vs30);
// Assume we're only going to get in here if we support 2b
DECLARE_STATIC_PIXEL_SHADER(vertexlitpbr_ps30);
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && !bHasFlashlight);
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap);
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
SET_STATIC_PIXEL_SHADER_COMBO(SMOOTHNESS, bUseSmoothness ? 1 : 0);
SET_STATIC_PIXEL_SHADER(vertexlitpbr_ps30);
if( bHasFlashlight )
{
pShader->FogToBlack();
}
else
{
pShader->DefaultFog();
}
// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
}
else // not snapshotting -- begin dynamic state
{
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
if( bHasBaseTexture )
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
else
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
if (bHasRoughness)
pShader->BindTexture(SHADER_SAMPLER1, info.m_nRoughness);
else
pShaderAPI->BindStandardTexture(SHADER_SAMPLER1, TEXTURE_WHITE);
if (bHasMetallic)
pShader->BindTexture(SHADER_SAMPLER2, info.m_nMetallic);
else
pShaderAPI->BindStandardTexture(SHADER_SAMPLER2, TEXTURE_BLACK);
if (bHasEnvmap)
pShader->BindTexture(SHADER_SAMPLER7, info.m_nEnvmap);
if (bHasAO)
pShader->BindTexture(SHADER_SAMPLER9, info.m_nAO);
else
pShaderAPI->BindStandardTexture(SHADER_SAMPLER9, TEXTURE_WHITE);
if (bHasEmissive)
pShader->BindTexture(SHADER_SAMPLER10, info.m_nEmissive);
else
pShaderAPI->BindStandardTexture(SHADER_SAMPLER10, TEXTURE_BLACK);
if (bHasLightmap)
pShader->BindTexture(SHADER_SAMPLER11, info.m_nLightmap);
else
pShaderAPI->BindStandardTexture(SHADER_SAMPLER11, TEXTURE_WHITE);
if (!g_pConfig->m_bFastNoBump)
{
if (bHasBump)
{
pShader->BindTexture(SHADER_SAMPLER3, info.m_nBumpmap);
}
else
{
pShaderAPI->BindStandardTexture(SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT);
}
}
else
{
if (bHasBump)
{
pShaderAPI->BindStandardTexture(SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT);
}
}
pShader->BindTexture(SHADER_SAMPLER8, info.m_nBRDF);
LightState_t lightState = { 0, false, false };
bool bFlashlightShadows = false;
if( bHasFlashlight )
{
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
{
pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
}
}
else // no flashlight
{
pShaderAPI->GetDX9LightState( &lightState );
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
int numBones = pShaderAPI->GetCurrentNumBones();
bool bWriteDepthToAlpha = false;
bool bWriteWaterFogToAlpha = false;
if( bFullyOpaque )
{
bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
}
DECLARE_DYNAMIC_VERTEX_SHADER(vertexlitpbr_vs30);
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER_COMBO(DYNAMIC_LIGHT, lightState.HasDynamicLight());
SET_DYNAMIC_VERTEX_SHADER_COMBO(STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0);
SET_DYNAMIC_VERTEX_SHADER(vertexlitpbr_vs30);
DECLARE_DYNAMIC_PIXEL_SHADER(vertexlitpbr_ps30);
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTMAP, bHasLightmap);
SET_DYNAMIC_PIXEL_SHADER_COMBO(LIGHT_PREVIEW,
pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING));
SET_DYNAMIC_PIXEL_SHADER(vertexlitpbr_ps30);
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
pShader->SetAmbientCubeDynamicStateVertexShader();
// handle mat_fullbright 2 (diffuse lighting only)
if( bLightingOnly )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
if (!bHasFlashlight)
{
pShaderAPI->BindStandardTexture(SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED);
pShaderAPI->CommitPixelShaderLighting(PSREG_LIGHT_INFO_ARRAY);
pShaderAPI->SetPixelShaderStateAmbientLightCube(PSREG_AMBIENT_CUBE); // Force to black if not bAmbientLight
}
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition(vEyePos_SpecExponent);
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant(PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1);
if( bHasFlashlight )
{
VMatrix worldToTexture;
float atten[4], pos[4], tweaks[4];
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
float const* pFlashlightColor = flashlightState.m_Color;
float vPsConst[4] = { pFlashlightColor[0], pFlashlightColor[1], pFlashlightColor[2], 4.5f };
pShaderAPI->SetPixelShaderConstant(PSREG_FLASHLIGHT_COLOR, vPsConst, 1);
pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
atten[1] = flashlightState.m_fLinearAtten;
atten[2] = flashlightState.m_fQuadraticAtten;
atten[3] = flashlightState.m_FarZ;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
pos[1] = flashlightState.m_vecLightOrigin[1];
pos[2] = flashlightState.m_vecLightOrigin[2];
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
// Tweaks associated with a given flashlight
tweaks[0] = ShadowFilterFromState( flashlightState );
tweaks[1] = ShadowAttenFromState( flashlightState );
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
}
}
pShader->Draw();
}
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bHasFlashlight,
VertexLitPBR_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
{
DrawVertexLitPBR_DX9_Internal( pShader, params, pShaderAPI, pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
}