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//========= Copyright (c) 1996-2009, Valve Corporation, All rights reserved. ============//
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//
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//=======================================================================================//
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#include "BaseVSShader.h"
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#include "worldimposter_vs20.inc"
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#include "worldimposter_ps20.inc"
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#include "worldimposter_ps20b.inc"
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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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BEGIN_VS_SHADER( worldimposter, "Help for worldimposter" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "", "" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS( MATERIAL_VAR_VERTEXFOG );
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( BASETEXTURE, IsX360() ? 0 : TEXTUREFLAGS_SRGB );
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LoadTexture( ALBEDO, TEXTUREFLAGS_SRGB );
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}
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SHADER_DRAW
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{
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bool bHasFlashlight = UsingFlashlight( params );
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SHADOW_STATE
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{
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// Set stream format (note that this shader supports compression)
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int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
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// NOTE: Have to say that we want 1 texcoord here even though we don't use it or you'll get this Warning in another part of the code:
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// "ERROR: shader asking for a too-narrow vertex format - you will see errors if running with debug D3D DLLs!\n\tPadding the vertex format with extra texcoords"
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int nTexCoordCount = 1;
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int userDataSize = 0;
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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DECLARE_STATIC_VERTEX_SHADER( worldimposter_vs20 );
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SET_STATIC_VERTEX_SHADER( worldimposter_vs20 );
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ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT;
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if ( bHasFlashlight )
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{
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( true /* bForceLowQuality */ , false /* bPS30 */ ); // Based upon vendor and device dependent formats
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}
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( worldimposter_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER( worldimposter_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( worldimposter_ps20 );
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SET_STATIC_PIXEL_SHADER( worldimposter_ps20 );
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}
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pShaderShadow->EnableSRGBWrite( true );
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if( bHasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Shadow depth map
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Noise map
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); //[sRGB] Flashlight cookie
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}
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FogToFogColor();
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}
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DYNAMIC_STATE
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{
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bool bFlashlightShadows = false;
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if( bHasFlashlight )
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{
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VMatrix worldToTexture;
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ITexture *pFlashlightDepthTexture;
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FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
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bFlashlightShadows = flashlightState.m_bEnableShadows;
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BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_SRGBREAD, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
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// SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
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if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && bFlashlightShadows )
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{
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BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture );
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ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_SHADOW_NOISE_2D );
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}
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float atten[4], pos[4], tweaks[4];
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atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
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atten[1] = flashlightState.m_fLinearAtten;
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atten[2] = flashlightState.m_fQuadraticAtten;
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atten[3] = flashlightState.m_FarZAtten;
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pShaderAPI->SetPixelShaderConstant( 0, atten, 1 );
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pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
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pos[1] = flashlightState.m_vecLightOrigin[1];
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pos[2] = flashlightState.m_vecLightOrigin[2];
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pos[3] = flashlightState.m_FarZ;
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pShaderAPI->SetPixelShaderConstant( 1, pos, 1 ); // steps on rim boost
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pShaderAPI->SetPixelShaderConstant( 2, worldToTexture.Base(), 4 );
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// Tweaks associated with a given flashlight
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tweaks[0] = ShadowFilterFromState( flashlightState );
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tweaks[1] = ShadowAttenFromState( flashlightState );
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HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
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pShaderAPI->SetPixelShaderConstant( 6, tweaks, 1 );
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// Dimensions of screen, used for screen-space noise map sampling
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float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
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int nWidth, nHeight;
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pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
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int nTexWidth, nTexHeight;
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pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );
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vScreenScale[0] = (float) nWidth / nTexWidth;
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vScreenScale[1] = (float) nHeight / nTexHeight;
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// pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
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if ( IsX360() )
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{
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pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
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}
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}
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DECLARE_DYNAMIC_VERTEX_SHADER( worldimposter_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, s_pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, ( int )vertexCompression );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
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SET_DYNAMIC_VERTEX_SHADER( worldimposter_vs20 );
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if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( worldimposter_ps20b );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
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SET_DYNAMIC_PIXEL_SHADER( worldimposter_ps20b );
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}
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else
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{
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DECLARE_DYNAMIC_PIXEL_SHADER( worldimposter_ps20 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
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SET_DYNAMIC_PIXEL_SHADER( worldimposter_ps20 );
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}
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BindTexture( SHADER_SAMPLER0, IsX360() ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, BASETEXTURE, -1 );
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BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_SRGBREAD, ALBEDO, -1 );
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}
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Draw();
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}
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END_SHADER
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