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https://github.com/celisej567/cool-source-archive.git
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478 lines
18 KiB
C++
478 lines
18 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "vertexlitPBR_dx9_helper.h"
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#include "convar.h"
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#include "cpp_shader_constant_register_map.h"
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#include "vertexlitPBR_vs30.inc"
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#include "vertexlitPBR_ps30.inc"
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#include "commandbuilder.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
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static ConVar r_rimlight( "r_rimlight", "1", FCVAR_CHEAT );
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//-----------------------------------------------------------------------------
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// Initialize shader parameters
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//-----------------------------------------------------------------------------
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void InitParamsVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitPBR_DX9_Vars_t &info )
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{
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
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Assert( info.m_nFlashlightTexture >= 0 );
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params[info.m_nBRDF]->SetStringValue("models/PBRTest/BRDF");
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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}
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if (((info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined())
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// we don't need a tangent space if we have envmap without bumpmap
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// || ( info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() )
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)
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{
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SET_FLAGS2(MATERIAL_VAR2_NEEDS_TANGENT_SPACES);
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}
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// This shader can be used with hw skinning
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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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}
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//-----------------------------------------------------------------------------
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// Initialize shader
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//-----------------------------------------------------------------------------
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void InitVertexLitPBR_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitPBR_DX9_Vars_t &info )
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{
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Assert( info.m_nFlashlightTexture >= 0 );
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pShader->LoadTexture(info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB);
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bool bIsBaseTextureTranslucent = false;
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if ( params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
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{
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bIsBaseTextureTranslucent = true;
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}
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}
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if (info.m_nRoughness != -1 && params[info.m_nRoughness]->IsDefined())
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{
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pShader->LoadTexture(info.m_nRoughness);
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}
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if (info.m_nMetallic != -1 && params[info.m_nMetallic]->IsDefined())
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{
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pShader->LoadTexture(info.m_nMetallic);
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}
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if (info.m_nAO != -1 && params[info.m_nAO]->IsDefined())
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{
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pShader->LoadTexture(info.m_nAO);
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}
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if (info.m_nEmissive != -1 && params[info.m_nEmissive]->IsDefined())
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{
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pShader->LoadTexture(info.m_nEmissive);
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}
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if (info.m_nBRDF != -1 && params[info.m_nBRDF]->IsDefined())
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{
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pShader->LoadTexture(info.m_nBRDF);
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}
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if (info.m_nLightmap != -1 && params[info.m_nLightmap]->IsDefined())
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{
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pShader->LoadTexture(info.m_nLightmap);
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}
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if (info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined())
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{
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if (!IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE))
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{
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int flags = g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0;
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flags |= TEXTUREFLAGS_ALL_MIPS;
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pShader->LoadCubeMap(info.m_nEnvmap, flags);
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}
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else
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{
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pShader->LoadTexture(info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0);
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}
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if (!g_pHardwareConfig->SupportsCubeMaps())
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{
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SET_FLAGS(MATERIAL_VAR_ENVMAPSPHERE);
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}
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}
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if (g_pConfig->UseBumpmapping())
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{
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if ((info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined())
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{
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pShader->LoadBumpMap(info.m_nBumpmap);
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SET_FLAGS2(MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL);
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}
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}
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}
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class CVertexLitPBR_DX9_Context : public CBasePerMaterialContextData
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{
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public:
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
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bool m_bFastPath;
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};
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//-----------------------------------------------------------------------------
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// Draws the shader
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//-----------------------------------------------------------------------------
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static void DrawVertexLitPBR_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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bool bHasFlashlight, VertexLitPBR_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
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CBasePerMaterialContextData **pContextDataPtr )
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{
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bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
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bool bHasRoughness = (info.m_nRoughness != -1) && params[info.m_nRoughness]->IsTexture();
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bool bHasMetallic = (info.m_nMetallic != -1) && params[info.m_nMetallic]->IsTexture();
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bool bHasAO = (info.m_nAO != -1) && params[info.m_nAO]->IsTexture();
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bool bHasEmissive = (info.m_nEmissive != -1) && params[info.m_nEmissive]->IsTexture();
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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bool bHasEnvmap =(info.m_nEnvmap != -1) && params[info.m_nEnvmap]->IsTexture();
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bool bHasLegacyEnvSphereMap = bHasEnvmap && IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE);
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bool bHasBump = IsTextureSet(info.m_nBumpmap, params);
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bool bUseSmoothness = info.m_nUseSmoothness != -1 && params[info.m_nUseSmoothness]->GetIntValue() == 1;
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bool bHasLightmap = (info.m_nLightmap != -1) && params[info.m_nLightmap]->IsTexture();
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bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
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bool bHasVertexAlpha = IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA);
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BlendType_t nBlendType= pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
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bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested && !bHasFlashlight;
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CVertexLitPBR_DX9_Context *pContextData = reinterpret_cast< CVertexLitPBR_DX9_Context *> ( *pContextDataPtr );
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if ( !pContextData )
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{
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pContextData = new CVertexLitPBR_DX9_Context;
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*pContextDataPtr = pContextData;
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}
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if( pShader->IsSnapshotting() )
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{
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
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}
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int nShadowFilterMode = 0;
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if( bHasFlashlight )
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
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}
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if( bIsAlphaTested )
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{
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// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
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// be the same on both the regular pass and the flashlight pass.
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pShaderShadow->EnableAlphaTest( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
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}
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pShaderShadow->EnableBlending( true );
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pShaderShadow->EnableDepthWrites( false );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
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}
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else // not flashlight pass
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
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}
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}
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unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
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int userDataSize = 0;
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// Always enable...will bind white if nothing specified...
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture(SHADER_SAMPLER1, true); // Roughness map
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pShaderShadow->EnableTexture(SHADER_SAMPLER2, true); // Metallic map
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if (bHasEnvmap)
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{
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pShaderShadow->EnableTexture(SHADER_SAMPLER7, true);
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if (g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE)
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{
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pShaderShadow->EnableSRGBRead(SHADER_SAMPLER7, true);
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}
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}
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if (bHasVertexColor || bHasVertexAlpha)
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{
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flags |= VERTEX_COLOR;
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}
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
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if( bHasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
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}
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pShaderShadow->EnableTexture(SHADER_SAMPLER8, true); // BRDF for IBL
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pShaderShadow->EnableTexture(SHADER_SAMPLER9, true); // Ambient Occlusion
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pShaderShadow->EnableTexture(SHADER_SAMPLER10, true); // Emissive map
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pShaderShadow->EnableTexture(SHADER_SAMPLER11, true); // Lightmap
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// Always enable, since flat normal will be bound
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
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userDataSize = 4; // tangent S
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map
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pShaderShadow->EnableSRGBWrite( true );
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// texcoord0 : base texcoord
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int pTexCoordDim[3] = { 2, 2, 3 };
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int nTexCoordCount = 1;
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// This shader supports compressed vertices, so OR in that flag:
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flags |= VERTEX_FORMAT_COMPRESSED;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER(vertexlitpbr_vs30);
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SET_STATIC_VERTEX_SHADER_COMBO(VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha);
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SET_STATIC_VERTEX_SHADER_COMBO(CUBEMAP, bHasEnvmap);
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SET_STATIC_VERTEX_SHADER_COMBO(DONT_GAMMA_CONVERT_VERTEX_COLOR, bHasVertexColor);
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SET_STATIC_VERTEX_SHADER(vertexlitpbr_vs30);
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// Assume we're only going to get in here if we support 2b
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DECLARE_STATIC_PIXEL_SHADER(vertexlitpbr_ps30);
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap && !bHasFlashlight);
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap);
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ? 1 : 0 );
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SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
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SET_STATIC_PIXEL_SHADER_COMBO(SMOOTHNESS, bUseSmoothness ? 1 : 0);
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SET_STATIC_PIXEL_SHADER(vertexlitpbr_ps30);
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if( bHasFlashlight )
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{
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pShader->FogToBlack();
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}
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else
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{
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pShader->DefaultFog();
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}
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// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
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pShaderShadow->EnableAlphaWrites( bFullyOpaque );
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}
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else // not snapshotting -- begin dynamic state
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{
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bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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if( bHasBaseTexture )
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
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else
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
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if (bHasRoughness)
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pShader->BindTexture(SHADER_SAMPLER1, info.m_nRoughness);
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else
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER1, TEXTURE_WHITE);
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if (bHasMetallic)
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pShader->BindTexture(SHADER_SAMPLER2, info.m_nMetallic);
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else
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER2, TEXTURE_BLACK);
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if (bHasEnvmap)
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pShader->BindTexture(SHADER_SAMPLER7, info.m_nEnvmap);
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if (bHasAO)
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pShader->BindTexture(SHADER_SAMPLER9, info.m_nAO);
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else
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER9, TEXTURE_WHITE);
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if (bHasEmissive)
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pShader->BindTexture(SHADER_SAMPLER10, info.m_nEmissive);
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else
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER10, TEXTURE_BLACK);
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if (bHasLightmap)
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pShader->BindTexture(SHADER_SAMPLER11, info.m_nLightmap);
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else
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER11, TEXTURE_WHITE);
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if (!g_pConfig->m_bFastNoBump)
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{
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if (bHasBump)
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{
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pShader->BindTexture(SHADER_SAMPLER3, info.m_nBumpmap);
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}
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else
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{
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT);
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}
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}
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else
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{
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if (bHasBump)
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{
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT);
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}
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}
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pShader->BindTexture(SHADER_SAMPLER8, info.m_nBRDF);
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LightState_t lightState = { 0, false, false };
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bool bFlashlightShadows = false;
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if( bHasFlashlight )
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{
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Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
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pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
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VMatrix worldToTexture;
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ITexture *pFlashlightDepthTexture;
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FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
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bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
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SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
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if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
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{
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pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
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}
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}
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else // no flashlight
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{
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pShaderAPI->GetDX9LightState( &lightState );
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}
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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int numBones = pShaderAPI->GetCurrentNumBones();
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bool bWriteDepthToAlpha = false;
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bool bWriteWaterFogToAlpha = false;
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if( bFullyOpaque )
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{
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bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
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bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
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AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
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}
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DECLARE_DYNAMIC_VERTEX_SHADER(vertexlitpbr_vs30);
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_VERTEX_SHADER_COMBO(DYNAMIC_LIGHT, lightState.HasDynamicLight());
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SET_DYNAMIC_VERTEX_SHADER_COMBO(STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0);
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SET_DYNAMIC_VERTEX_SHADER(vertexlitpbr_vs30);
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DECLARE_DYNAMIC_PIXEL_SHADER(vertexlitpbr_ps30);
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTMAP, bHasLightmap);
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SET_DYNAMIC_PIXEL_SHADER_COMBO(LIGHT_PREVIEW,
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pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING));
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SET_DYNAMIC_PIXEL_SHADER(vertexlitpbr_ps30);
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
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pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
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pShader->SetAmbientCubeDynamicStateVertexShader();
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// handle mat_fullbright 2 (diffuse lighting only)
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if( bLightingOnly )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
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}
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|
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pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
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|
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if (!bHasFlashlight)
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{
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pShaderAPI->BindStandardTexture(SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED);
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pShaderAPI->CommitPixelShaderLighting(PSREG_LIGHT_INFO_ARRAY);
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pShaderAPI->SetPixelShaderStateAmbientLightCube(PSREG_AMBIENT_CUBE); // Force to black if not bAmbientLight
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}
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|
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float vEyePos_SpecExponent[4];
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pShaderAPI->GetWorldSpaceCameraPosition(vEyePos_SpecExponent);
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vEyePos_SpecExponent[3] = 0.0f;
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pShaderAPI->SetPixelShaderConstant(PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1);
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|
|
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if( bHasFlashlight )
|
|
{
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VMatrix worldToTexture;
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float atten[4], pos[4], tweaks[4];
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|
|
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const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
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|
|
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float const* pFlashlightColor = flashlightState.m_Color;
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float vPsConst[4] = { pFlashlightColor[0], pFlashlightColor[1], pFlashlightColor[2], 4.5f };
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pShaderAPI->SetPixelShaderConstant(PSREG_FLASHLIGHT_COLOR, vPsConst, 1);
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|
|
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pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
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|
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atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
|
|
atten[1] = flashlightState.m_fLinearAtten;
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atten[2] = flashlightState.m_fQuadraticAtten;
|
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atten[3] = flashlightState.m_FarZ;
|
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
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|
|
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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 );
|
|
}
|