Added Parallax Corrected Cubemaps

This commit is contained in:
Kamay Xutax 2024-09-16 23:59:15 +02:00
parent b9b7e6f3f5
commit 6f30d2272d
18 changed files with 862 additions and 711 deletions

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@ -0,0 +1,31 @@
[CmdletBinding()]
param (
[Parameter(Mandatory=$true, ValueFromPipeline=$true)][System.IO.FileInfo]$File,
[Parameter(Mandatory=$true)][string]$Version,
[Parameter(Mandatory=$false)][switch]$Dynamic,
[Parameter(Mandatory=$false)][System.UInt32]$Threads
)
if ($Version -notin @("20b", "30", "40", "41", "50", "51")) {
return
}
$fileList = $File.OpenText()
while ($null -ne ($line = $fileList.ReadLine())) {
if ($line -match '^\s*$' -or $line -match '^\s*//') {
continue
}
if ($Dynamic) {
& "$PSScriptRoot\ShaderCompile" "-dynamic" "-ver" $Version "-shaderpath" $File.DirectoryName $line
continue
}
if ($Threads -ne 0) {
& "$PSScriptRoot\ShaderCompile" "-threads" $Threads "-ver" $Version "-shaderpath" $File.DirectoryName $line
continue
}
& "$PSScriptRoot\ShaderCompile" "-ver" $Version "-shaderpath" $File.DirectoryName $line
}
$fileList.Close()

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@ -590,7 +590,7 @@ jmp_buf host_enddemo;
static ConVar host_profile( "host_profile","0" );
ConVar host_limitlocal( "host_limitlocal", "0", 0, "Apply cl_cmdrate and cl_updaterate to loopback connection" );
ConVar host_framerate( "host_framerate","0", FCVAR_REPLICATED, "Set to lock per-frame time elapse." );
ConVar host_framerate( "host_framerate","0", 0, "Set to lock per-frame time elapse." );
ConVar host_timescale( "host_timescale","1.0", FCVAR_REPLICATED, "Prescale the clock by this amount." );
ConVar host_speeds( "host_speeds","0", 0, "Show general system running times." ); // set for running times

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@ -207,7 +207,7 @@ char const *GetImpactDecal( C_BaseEntity *pEntity, int iMaterial, int iDamageTyp
//-----------------------------------------------------------------------------
// Purpose: Perform custom effects based on the Decal index
//-----------------------------------------------------------------------------
static ConVar cl_new_impact_effects( "cl_new_impact_effects", "0" );
static ConVar cl_new_impact_effects( "cl_new_impact_effects", "1" );
struct ImpactEffect_t
{

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@ -44,8 +44,8 @@ REM PC SHADERS
REM ****************
if /i "%ALLSHADERS_CONFIG%" == "pc" (
%BUILD_SHADER% stdshader_dx9_20b
%BUILD_SHADER% stdshader_dx9_20b_new -dx9_30
%BUILD_SHADER% stdshader_dx9_30 -dx9_30 -force30
%BUILD_SHADER% stdshader_dx9_20b_new
%BUILD_SHADER% stdshader_dx9_30 -force30
rem %BUILD_SHADER% stdshader_dx10 -dx10
)

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@ -9,62 +9,37 @@ set TTEXE=time /t
:no_ttexe_end
echo.
rem echo ==================== buildshaders %* ==================
echo ==================== buildshaders %* ==================
%TTEXE% -cur-Q
set tt_start=%ERRORLEVEL%
set tt_chkpt=%tt_start%
REM ****************
REM usage: buildshaders <shaderProjectName> [-x360]
REM usage: buildshaders <shaderProjectName>
REM ****************
setlocal
set arg_filename=%1
rem set shadercompilecommand=echo shadercompile.exe -mpi_graphics -mpi_TrackEvents
set shadercompilecommand=shadercompile.exe
set shadercompileworkers=128
set x360_args=
set targetdir=..\..\..\game\hl2\shaders
set shadercompilecommand=ShaderCompile.exe
set targetdir=shaders
set SrcDirBase=..\..
set ChangeToDir=../../../game/bin
set shaderDir=shaders
set SDKArgs=
set SHADERINCPATH=vshtmp9/... fxctmp9/...
set DIRECTX_SDK_VER=pc09.00
set DIRECTX_SDK_BIN_DIR=dx9sdk\utilities
if /i "%2" == "-x360" goto dx_sdk_x360
if /i "%2" == "-dx9_30" goto dx_sdk_dx9_30
if /i "%2" == "-dx10" goto dx_sdk_dx10
goto dx_sdk_end
:dx_sdk_x360
set DIRECTX_SDK_VER=x360.00
set DIRECTX_SDK_BIN_DIR=x360xdk\bin\win32
goto dx_sdk_end
:dx_sdk_dx9_30
set DIRECTX_SDK_VER=pc09.30
set DIRECTX_SDK_BIN_DIR=dx10sdk\utilities\dx9_30
goto dx_sdk_end
:dx_sdk_dx10
set DIRECTX_SDK_VER=pc10.00
set DIRECTX_SDK_BIN_DIR=dx10sdk\utilities\dx10_40
goto dx_sdk_end
:dx_sdk_end
set SDKArgs=-local
if "%1" == "" goto usage
set inputbase=%1
if /i "%3" == "-force30" goto set_force30_arg
REM ignore -dx9_30
if /i "%6" == "-dx9_30" shift /6
if /i "%6" == "-force30" goto set_force30_arg
goto set_force_end
:set_force30_arg
set DIRECTX_FORCE_MODEL=30
set IS30=1
goto set_force_end
:set_force_end
if /i "%2" == "-x360" goto set_x360_args
if /i "%2" == "-game" goto set_mod_args
goto build_shaders
@ -73,47 +48,43 @@ REM USAGE
REM ****************
:usage
echo.
echo "usage: buildshaders <shaderProjectName> [-x360 or -dx10 or -game] [gameDir if -game was specified] [-source sourceDir]"
echo "usage: buildshaders <shaderProjectName> [-game] [gameDir if -game was specified] [-source sourceDir]"
echo " gameDir is where gameinfo.txt is (where it will store the compiled shaders)."
echo " sourceDir is where the source code is (where it will find scripts and compilers)."
echo "ex : buildshaders myshaders"
echo "ex : buildshaders myshaders -game c:\steam\steamapps\sourcemods\mymod -source c:\mymod\src"
goto :end
REM ****************
REM X360 ARGS
REM ****************
:set_x360_args
set x360_args=-x360
set SHADERINCPATH=vshtmp9_360/... fxctmp9_360/...
goto build_shaders
REM ****************
REM MOD ARGS - look for -game or the vproject environment variable
REM ****************
:set_mod_args
if not exist %sourcesdk%\bin\shadercompile.exe goto NoShaderCompile
set ChangeToDir=%sourcesdk%\bin
if not exist "..\..\devtools\bin\ShaderCompile.exe" goto NoShaderCompile
set ChangeToDir=%SrcDirBase%\devtools\bin\
if /i "%4" NEQ "-source" goto NoSourceDirSpecified
set SrcDirBase=%~5
REM ** use the -game parameter to tell us where to put the files
set targetdir=%~3\shaders
set SDKArgs=-nompi -game "%~3"
if not exist "%~3\gameinfo.txt" goto InvalidGameDirectory
if not exist "%inputbase%.txt" goto InvalidInputFile
goto build_shaders
REM ****************
REM ERRORS
REM ****************
:InvalidGameDirectory
echo -
echo Error: "%~3" is not a valid game directory.
echo (The -game directory must have a gameinfo.txt file)
echo -
goto end
:InvalidInputFile
echo Error: "%inputbase%.txt" is not a valid file.
goto end
:NoSourceDirSpecified
@ -122,9 +93,7 @@ goto usage
goto end
:NoShaderCompile
echo -
echo - ERROR: shadercompile.exe doesn't exist in %sourcesdk%\bin
echo -
echo - ERROR: ShaderCompile.exe doesn't exist in devtools\bin
goto end
REM ****************
@ -137,115 +106,35 @@ rem echo %inputbase%
rem echo --------------------------------
REM make sure that target dirs exist
REM files will be built in these targets and copied to their final destination
if not exist include mkdir include
if not exist %shaderDir% mkdir %shaderDir%
if not exist %shaderDir%\fxc mkdir %shaderDir%\fxc
if not exist %shaderDir%\vsh mkdir %shaderDir%\vsh
if not exist %shaderDir%\psh mkdir %shaderDir%\psh
REM Nuke some files that we will add to later.
if exist filelist.txt del /f /q filelist.txt
if exist filestocopy.txt del /f /q filestocopy.txt
if exist filelistgen.txt del /f /q filelistgen.txt
if exist inclist.txt del /f /q inclist.txt
if exist vcslist.txt del /f /q vcslist.txt
REM ****************
REM Revert any targets (vcs or inc) that are opened for integrate.
REM ****************
perl "%SrcDirBase%\devtools\bin\p4revertshadertargets.pl" %x360_args% -source "%SrcDirBase%" %inputbase%
REM ****************
REM Generate a makefile for the shader project
REM ****************
perl "%SrcDirBase%\devtools\bin\updateshaders.pl" %x360_args% -source "%SrcDirBase%" %inputbase%
REM ****************
REM Run the makefile, generating minimal work/build list for fxc files, go ahead and compile vsh and psh files.
REM ****************
rem nmake /S /C -f makefile.%inputbase% clean > clean.txt 2>&1
echo Building inc files, asm vcs files, and VMPI worklist for %inputbase%...
nmake /S /C -f makefile.%inputbase%
REM ****************
REM Copy the inc files to their target
REM ****************
if exist "inclist.txt" (
echo Publishing shader inc files to target...
perl %SrcDirBase%\devtools\bin\copyshaderincfiles.pl inclist.txt %x360_args%
set SHVER=20b
if defined IS30 (
set SHVER=30
)
REM ****************
REM Deal with perforce operations for inc files
REM ****************
if exist inclist.txt if not "%VALVE_NO_AUTO_P4_SHADERS%" == "1" (
echo Executing perforce operations on .inc files.
perl ..\..\devtools\bin\p4autocheckout.pl inclist.txt "Shader Auto Checkout INC" . %SHADERINCPATH%
)
title %1 %SHVER%
echo Building inc files and worklist for %inputbase%...
set DYNAMIC=
if "%dynamic_shaders%" == "1" set DYNAMIC=-Dynamic
powershell -NoLogo -ExecutionPolicy Bypass -Command "%SrcDirBase%\devtools\bin\process_shaders.ps1 %DYNAMIC% -Version %SHVER% '%inputbase%.txt'"
REM ****************
REM Add the executables to the worklist.
REM ****************
if /i "%DIRECTX_SDK_VER%" == "pc09.00" (
rem echo "Copy extra files for dx 9 std
)
if /i "%DIRECTX_SDK_VER%" == "pc09.30" (
echo %SrcDirBase%\devtools\bin\d3dx9_33.dll >> filestocopy.txt
)
if /i "%DIRECTX_SDK_VER%" == "pc10.00" (
echo %SrcDirBase%\devtools\bin\d3dx10_33.dll >> filestocopy.txt
)
if /i "%DIRECTX_SDK_VER%" == "x360.00" (
rem echo "Copy extra files for xbox360
)
echo %SrcDirBase%\%DIRECTX_SDK_BIN_DIR%\dx_proxy.dll >> filestocopy.txt
echo %SrcDirBase%\..\game\bin\shadercompile.exe >> filestocopy.txt
echo %SrcDirBase%\..\game\bin\shadercompile_dll.dll >> filestocopy.txt
echo %SrcDirBase%\..\game\bin\vstdlib.dll >> filestocopy.txt
echo %SrcDirBase%\..\game\bin\tier0.dll >> filestocopy.txt
REM ****************
REM Cull duplicate entries in work/build list
REM ****************
if exist filestocopy.txt type filestocopy.txt | perl "%SrcDirBase%\devtools\bin\uniqifylist.pl" > uniquefilestocopy.txt
if exist filelistgen.txt if not "%dynamic_shaders%" == "1" (
echo Generating action list...
copy filelistgen.txt filelist.txt >nul
rem %SrcDirBase%\devtools\bin\fxccombogen.exe <filelistgen.txt 1>nul 2>filelist.txt
)
REM ****************
REM Execute distributed process on work/build list
REM ****************
set shader_path_cd=%cd%
if exist "filelist.txt" if exist "uniquefilestocopy.txt" if not "%dynamic_shaders%" == "1" (
echo Running distributed shader compilation...
cd %ChangeToDir%
%shadercompilecommand% -mpi_workercount %shadercompileworkers% -allowdebug -shaderpath "%shader_path_cd:/=\%" %x360_args% %SDKArgs%
cd %shader_path_cd%
)
REM ****************
REM PC and 360 Shader copy
REM Publish the generated files to the output dir using ROBOCOPY (smart copy) or XCOPY
REM PC Shader copy
REM Publish the generated files to the output dir using XCOPY
REM This batch file may have been invoked standalone or slaved (master does final smart mirror copy)
REM ****************
:DoXCopy
if not "%dynamic_shaders%" == "1" (
if exist makefile.%inputbase%.copy echo Publishing shaders to target...
if exist makefile.%inputbase%.copy perl %SrcDirBase%\devtools\bin\copyshaders.pl makefile.%inputbase%.copy %x360_args%
)
REM ****************
REM Deal with perforce operations for vcs files
REM ****************
if not "%dynamic_shaders%" == "1" if exist vcslist.txt if not "%VALVE_NO_AUTO_P4_SHADERS%" == "1" (
echo Executing perforce operations on .vcs files.
perl ..\..\devtools\bin\p4autocheckout.pl vcslist.txt "Shader Auto Checkout VCS" ../../../game/hl2/shaders ../../../game/hl2/shaders/...
if not exist "%targetdir%" md "%targetdir%"
if not "%targetdir%"=="%shaderDir%" xcopy %shaderDir%\*.* "%targetdir%" /e /y
)
goto end
REM ****************
REM END
@ -255,4 +144,3 @@ REM ****************
%TTEXE% -diff %tt_start%
echo.

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@ -73,6 +73,12 @@ BEGIN_VS_SHADER( LightmappedGeneric,
SHADER_PARAM( OUTLINESTART1, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner start value for outline")
SHADER_PARAM( OUTLINEEND0, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner end value for outline")
SHADER_PARAM( OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline")
// Parallax cubemaps
SHADER_PARAM( ENVMAPPARALLAXENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables parallax cubemaps")
SHADER_PARAM( ENVMAPPARALLAXOBB1, SHADER_PARAM_TYPE_VEC4, "[1 0 0 0]", "The first line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPPARALLAXOBB2, SHADER_PARAM_TYPE_VEC4, "[0 1 0 0]", "The second line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPPARALLAXOBB3, SHADER_PARAM_TYPE_VEC4, "[0 0 1 0]", "The third line of the parallax correction OBB matrix" )
SHADER_PARAM( ENVMAPORIGIN, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "The world space position of the env_cubemap being corrected" )
END_SHADER_PARAMS
void SetupVars( LightmappedGeneric_DX9_Vars_t& info )
@ -134,6 +140,13 @@ END_SHADER_PARAMS
info.m_nOutlineStart1 = OUTLINESTART1;
info.m_nOutlineEnd0 = OUTLINEEND0;
info.m_nOutlineEnd1 = OUTLINEEND1;
// Parallax cubemaps
info.m_bEnableParallaxCubemaps = ENVMAPPARALLAXENABLED;
info.m_nEnvmapParallaxObb1 = ENVMAPPARALLAXOBB1;
info.m_nEnvmapParallaxObb2 = ENVMAPPARALLAXOBB2;
info.m_nEnvmapParallaxObb3 = ENVMAPPARALLAXOBB3;
info.m_nEnvmapOrigin = ENVMAPORIGIN;
}
SHADER_FALLBACK

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@ -14,6 +14,7 @@
#include "lightmappedgeneric_vs20.inc"
#include "lightmappedgeneric_ps20b.inc"
#include "shaderlib/cshader.h"
#include "tier0/memdbgon.h"
ConVar mat_disable_lightwarp( "mat_disable_lightwarp", "0" );
@ -58,6 +59,13 @@ public:
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
{
// Parallax cubemaps
// Cubemap parallax correction requires all 4 lines (if the 2nd, 3rd, or 4th are undef, undef the first one (checking done on first var)
if ( info.m_bEnableParallaxCubemaps && !( params[info.m_nEnvmapParallaxObb2]->IsDefined() && params[info.m_nEnvmapParallaxObb3]->IsDefined() && params[info.m_nEnvmapOrigin]->IsDefined() ) )
{
params[info.m_nEnvmapParallaxObb1]->SetUndefined();
}
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
@ -313,6 +321,13 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
(info.m_nBlendModulateTexture != -1) &&
(params[info.m_nBlendModulateTexture]->IsTexture() );
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
// Parallax cubemaps, enable only if explicit.
bool hasParallaxCorrection = info.m_bEnableParallaxCubemaps;
if ( hasParallaxCorrection )
{
hasParallaxCorrection = params[info.m_nEnvmapParallaxObb1]->IsDefined();
}
if ( hasFlashlight && !IsX360() )
{
@ -547,34 +562,36 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
SET_STATIC_PIXEL_SHADER_COMBO( RELIEF_MAPPING, bReliefMapping );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, (int) NORMAL_DECODE_NONE );
DECLARE_STATIC_PIXEL_SHADER_NEW( lightmappedgeneric_ps20b );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( BASETEXTURE2, hasBaseTexture2 );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( BUMPMAP, bumpmap_variant );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( BUMPMAP2, hasBump2 );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( ENVMAPMASK, hasEnvmapMask );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( SELFILLUM, hasSelfIllum );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( WARPLIGHTING, hasLightWarpTexture );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( MASKEDBLENDING, bMaskedBlending);
SET_STATIC_PIXEL_SHADER_NEW_COMBO( RELIEF_MAPPING, bReliefMapping );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( SEAMLESS, bSeamlessMapping );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( OUTLINE, bHasOutline );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( SOFTEDGES, bHasSoftEdges );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER_NEW_COMBO( NORMALMASK_DECODE_MODE, (int) NORMAL_DECODE_NONE );
#ifdef _X360
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
SET_STATIC_PIXEL_SHADER_NEW_COMBO( FLASHLIGHT, hasFlashlight);
#endif
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
// Parallax cubemaps enabled for 2_0b and onwards
SET_STATIC_PIXEL_SHADER_NEW_COMBO( PARALLAXCORRECT, hasParallaxCorrection );
SET_STATIC_PIXEL_SHADER_NEW( lightmappedgeneric_ps20b );
}
else
{
@ -602,6 +619,7 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!)
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
printf("sucks\n");
}
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff and writing depth to dest alpha
@ -857,6 +875,28 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 );
}
// Parallax cubemaps
if ( hasParallaxCorrection )
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 21, params[info.m_nEnvmapOrigin]->GetVecValue() );
float *vecs[3];
vecs[0] = const_cast<float *>( params[info.m_nEnvmapParallaxObb1]->GetVecValue() );
vecs[1] = const_cast<float *>( params[info.m_nEnvmapParallaxObb2]->GetVecValue() );
vecs[2] = const_cast<float *>( params[info.m_nEnvmapParallaxObb3]->GetVecValue() );
float matrix[4][4];
for ( int i = 0; i < 3; i++ )
{
for ( int j = 0; j < 4; j++ )
{
matrix[i][j] = vecs[i][j];
}
}
matrix[3][0] = matrix[3][1] = matrix[3][2] = 0;
matrix[3][3] = 1;
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 22, &matrix[0][0], 4 );
}
pContextData->m_SemiStaticCmdsOut.End();
}
}
@ -917,17 +957,17 @@ void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar**
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
DECLARE_DYNAMIC_PIXEL_SHADER_NEW( lightmappedgeneric_ps20b );
SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline );
SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20b );
SET_DYNAMIC_PIXEL_SHADER_NEW_CMD( DynamicCmdsOut, lightmappedgeneric_ps20b );
}
else
{

View file

@ -86,7 +86,12 @@ struct LightmappedGeneric_DX9_Vars_t
int m_nOutlineStart1;
int m_nOutlineEnd0;
int m_nOutlineEnd1;
// Parallax cubemaps
bool m_bEnableParallaxCubemaps;
int m_nEnvmapParallaxObb1;
int m_nEnvmapParallaxObb2;
int m_nEnvmapParallaxObb3;
int m_nEnvmapOrigin;
};
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info );

View file

@ -100,7 +100,11 @@ const float4 g_FlashlightAttenuationFactors : register( c13 );
const float3 g_FlashlightPos : register( c14 );
const float4x4 g_FlashlightWorldToTexture : register( c15 ); // through c18
const float4 g_ShadowTweaks : register( c19 );
// Parallax cubemaps
#if ( PARALLAXCORRECT )
const float3 g_CubemapPos : register( c21 );
const float4x4 g_ObbMatrix : register( c22 ); // Through c25
#endif
sampler BaseTextureSampler : register( s0 );
sampler LightmapSampler : register( s1 );
@ -531,6 +535,25 @@ HALF4 main( PS_INPUT i ) : COLOR
fresnel = pow( fresnel, 5.0 );
fresnel = fresnel * g_OneMinusFresnelReflection + g_FresnelReflection;
// Parallax correction (2_0b and beyond)
// Adapted from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
#if !( defined( SHADER_MODEL_PS_1_1 ) || defined( SHADER_MODEL_PS_1_4 ) || defined( SHADER_MODEL_PS_2_0 ) )
#if ( PARALLAXCORRECT )
float3 worldPos = i.worldPos_projPosZ.xyz;
float3 positionLS = mul( float4( worldPos, 1 ), g_ObbMatrix );
float3 rayLS = mul( reflectVect, (float3x3)g_ObbMatrix );
float3 firstPlaneIntersect = ( float3( 1.0f, 1.0f, 1.0f ) - positionLS ) / rayLS;
float3 secondPlaneIntersect = ( -positionLS ) / rayLS;
float3 furthestPlane = max( firstPlaneIntersect, secondPlaneIntersect );
float distance = min( furthestPlane.x, min( furthestPlane.y, furthestPlane.z ) );
// Use distance in WS directly to recover intersection
float3 intersectPositionWS = worldPos + reflectVect * distance;
reflectVect = intersectPositionWS - g_CubemapPos;
#endif
#endif
specularLighting = ENV_MAP_SCALE * texCUBE( EnvmapSampler, reflectVect );
specularLighting *= specularFactor;

View file

@ -24,6 +24,7 @@
// STATIC: "NORMALMASK_DECODE_MODE" "0..0" [PC]
// STATIC: "DETAIL_BLEND_MODE" "0..11"
// STATIC: "FLASHLIGHT" "0..1" [ps20b] [XBOX]
// STATIC: "PARALLAXCORRECT" "0..1"
// DYNAMIC: "FASTPATHENVMAPCONTRAST" "0..1"
// DYNAMIC: "FASTPATH" "0..1"
@ -54,6 +55,8 @@
// SKIP: ($DETAIL_BLEND_MODE == 8 ) || ($DETAIL_BLEND_MODE == 9 )
// SKIP ($DETAIL_BLEND_MODE == 10 ) && ($BUMPMAP == 0 )
// SKIP ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )
// SKIP: $PARALLAXCORRECT && !$CUBEMAP
// SKIP: $PARALLAXCORRECT [ps20]
#include "lightmappedgeneric_ps2_3_x.h"

View file

@ -119,6 +119,7 @@ BEGIN_VS_SHADER( WorldVertexTransition_DX9, "Help for WorldVertexTransition" )
info.m_nSelfShadowedBumpFlag = SSBUMP;
info.m_nSeamlessMappingScale = SEAMLESS_SCALE;
info.m_nAlphaTestReference = -1;
info.m_bEnableParallaxCubemaps = false;
}
SHADER_FALLBACK

View file

@ -351,6 +351,7 @@ inline bool CShader_IsFlag2Set( IMaterialVar **params, MaterialVarFlags2_t _flag
#define BEGIN_INHERITED_SHADER( _name, _base, _help ) BEGIN_INHERITED_SHADER_FLAGS( _name, _base, _help, 0 )
#define END_INHERITED_SHADER END_SHADER }
#ifndef NEW_SHADER_COMPILE
// psh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_PIXEL_SHADER
#define DECLARE_DYNAMIC_PIXEL_SHADER( shader ) \
int declaredynpixshader_ ## shader ## _missingcurlybraces = 0; \
@ -488,5 +489,243 @@ inline bool CShader_IsFlag2Set( IMaterialVar **params, MaterialVarFlags2_t _flag
NOTE_UNUSED( vsh_testAllCombos ); \
NOTE_UNUSED( vsh ## shader ); \
pShaderShadow->SetVertexShader( #shader, _vshIndex.GetIndex() )
#else
// psh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_PIXEL_SHADER
#define DECLARE_DYNAMIC_PIXEL_SHADER( shader ) \
shader ## _Dynamic_Index _pshIndex( pShaderAPI ); \
constexpr int psh ## shader = 1
// vsh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_VERTEX_SHADER
#define DECLARE_DYNAMIC_VERTEX_SHADER( shader ) \
shader ## _Dynamic_Index _vshIndex( pShaderAPI ); \
constexpr int vsh ## shader = 1
// psh ## shader is used here to generate a warning if you don't ever call SET_STATIC_PIXEL_SHADER
#define DECLARE_STATIC_PIXEL_SHADER( shader ) \
shader ## _Static_Index _pshIndex( pShaderShadow, params ); \
constexpr int psh ## shader = 1
// vsh ## shader is used here to generate a warning if you don't ever call SET_STATIC_VERTEX_SHADER
#define DECLARE_STATIC_VERTEX_SHADER( shader ) \
shader ## _Static_Index _vshIndex( pShaderShadow, params ); \
constexpr int vsh ## shader = 1
// psh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_DYNAMIC_PIXEL_SHADER block.
#define SET_DYNAMIC_PIXEL_SHADER_COMBO( var, val ) \
_pshIndex.Set ## var( ( val ) ); \
constexpr int psh_forgot_to_set_dynamic_ ## var = 1
#define SET_DYNAMIC_PIXEL_SHADER_COMBO_OVERRIDE_DEFAULT( var, val ) \
_pshIndex.Set ## var( ( val ) );
// vsh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_DYNAMIC_VERTEX_SHADER block.
#define SET_DYNAMIC_VERTEX_SHADER_COMBO( var, val ) \
_vshIndex.Set ## var( ( val ) ); \
constexpr int vsh_forgot_to_set_dynamic_ ## var = 1
#define SET_DYNAMIC_VERTEX_SHADER_COMBO_OVERRIDE_DEFAULT( var, val ) \
_vshIndex.Set ## var( ( val ) );
// psh_forgot_to_set_static_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_STATIC_PIXEL_SHADER block.
#define SET_STATIC_PIXEL_SHADER_COMBO( var, val ) \
_pshIndex.Set ## var( ( val ) ); \
constexpr int psh_forgot_to_set_static_ ## var = 1
#define SET_STATIC_PIXEL_SHADER_COMBO_OVERRIDE_DEFAULT( var, val ) \
_pshIndex.Set ## var( ( val ) );
// vsh_forgot_to_set_static_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_STATIC_VERTEX_SHADER block.
#define SET_STATIC_VERTEX_SHADER_COMBO( var, val ) \
_vshIndex.Set ## var( ( val ) ); \
constexpr int vsh_forgot_to_set_static_ ## var = 1
#define SET_STATIC_VERTEX_SHADER_COMBO_OVERRIDE_DEFAULT( var, val ) \
_vshIndex.Set ## var( ( val ) );
// psh_testAllCombos adds up all of the psh_forgot_to_set_dynamic_ ## var's from
// SET_DYNAMIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
// psh_testAllCombos is set to itself to avoid an unused variable warning.
// psh ## shader being set to itself ensures that DECLARE_DYNAMIC_PIXEL_SHADER
// was called for this particular shader.
#define SET_DYNAMIC_PIXEL_SHADER( shader ) \
static_assert( ( shaderDynamicTest_ ## shader ) != 0, "Missing combo!" ); \
static_assert( psh ## shader != 0, "Not pixel shader!" ); \
pShaderAPI->SetPixelShaderIndex( _pshIndex.GetIndex() )
#define SET_DYNAMIC_PIXEL_SHADER_CMD( cmdstream, shader ) \
static_assert( ( shaderDynamicTest_ ## shader ) != 0, "Missing combo!" ); \
static_assert( psh ## shader != 0, "Not pixel shader!" ); \
cmdstream.SetPixelShaderIndex( _pshIndex.GetIndex() )
// vsh_testAllCombos adds up all of the vsh_forgot_to_set_dynamic_ ## var's from
// SET_DYNAMIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
// vsh_testAllCombos is set to itself to avoid an unused variable warning.
// vsh ## shader being set to itself ensures that DECLARE_DYNAMIC_VERTEX_SHADER
// was called for this particular shader.
#define SET_DYNAMIC_VERTEX_SHADER( shader ) \
static_assert( ( shaderDynamicTest_ ## shader ) != 0, "Missing combo!" ); \
static_assert( vsh ## shader != 0, "Not vertex shader!" ); \
pShaderAPI->SetVertexShaderIndex( _vshIndex.GetIndex() )
#define SET_DYNAMIC_VERTEX_SHADER_CMD( cmdstream, shader ) \
static_assert( shaderDynamicTest_ ## shader != 0, "Missing combo!" ); \
static_assert( vsh ## shader != 0, "Not vertex shader!" ); \
cmdstream.SetVertexShaderIndex( _vshIndex.GetIndex() )
// psh_testAllCombos adds up all of the psh_forgot_to_set_static_ ## var's from
// SET_STATIC_PIXEL_SHADER_COMBO so that an error is generated if they aren't set.
// psh_testAllCombos is set to itself to avoid an unused variable warning.
// psh ## shader being set to itself ensures that DECLARE_STATIC_PIXEL_SHADER
// was called for this particular shader.
#define SET_STATIC_PIXEL_SHADER( shader ) \
static_assert( ( shaderStaticTest_ ## shader ) != 0, "Missing combo!" ); \
static_assert( psh ## shader != 0, "Not pixel shader!" ); \
pShaderShadow->SetPixelShader( #shader, _pshIndex.GetIndex() )
// vsh_testAllCombos adds up all of the vsh_forgot_to_set_static_ ## var's from
// SET_STATIC_VERTEX_SHADER_COMBO so that an error is generated if they aren't set.
// vsh_testAllCombos is set to itself to avoid an unused variable warning.
// vsh ## shader being set to itself ensures that DECLARE_STATIC_VERTEX_SHADER
// was called for this particular shader.
#define SET_STATIC_VERTEX_SHADER( shader ) \
static_assert( shaderStaticTest_ ## shader != 0, "Missing combo!" ); \
static_assert( vsh ## shader != 0, "Not vertex shader!" ); \
pShaderShadow->SetVertexShader( #shader, _vshIndex.GetIndex() )
#endif
// psh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_PIXEL_SHADER
#define DECLARE_DYNAMIC_PIXEL_SHADER_NEW( shader ) \
shader ## _Dynamic_Index _pshIndex( pShaderAPI ); \
constexpr int psh ## shader = 1
// vsh ## shader is used here to generate a warning if you don't ever call SET_DYNAMIC_VERTEX_SHADER_NEW
#define DECLARE_DYNAMIC_VERTEX_SHADER_NEW( shader ) \
shader ## _Dynamic_Index _vshIndex( pShaderAPI ); \
constexpr int vsh ## shader = 1
// psh ## shader is used here to generate a warning if you don't ever call SET_STATIC_PIXEL_SHADER_NEW
#define DECLARE_STATIC_PIXEL_SHADER_NEW( shader ) \
shader ## _Static_Index _pshIndex( pShaderShadow, params ); \
constexpr int psh ## shader = 1
// vsh ## shader is used here to generate a warning if you don't ever call SET_STATIC_VERTEX_SHADER_NEW
#define DECLARE_STATIC_VERTEX_SHADER_NEW( shader ) \
shader ## _Static_Index _vshIndex( pShaderShadow, params ); \
constexpr int vsh ## shader = 1
// psh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_DYNAMIC_PIXEL_SHADER_NEW block.
#define SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO( var, val ) \
_pshIndex.Set ## var( ( val ) ); \
constexpr int psh_forgot_to_set_dynamic_ ## var = 1
#define SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO_OVERRIDE_DEFAULT( var, val ) \
_pshIndex.Set ## var( ( val ) );
// vsh_forgot_to_set_dynamic_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_DYNAMIC_VERTEX_SHADER_NEW block.
#define SET_DYNAMIC_VERTEX_SHADER_NEW_COMBO( var, val ) \
_vshIndex.Set ## var( ( val ) ); \
constexpr int vsh_forgot_to_set_dynamic_ ## var = 1
#define SET_DYNAMIC_VERTEX_SHADER_NEW_COMBO_OVERRIDE_DEFAULT( var, val ) \
_vshIndex.Set ## var( ( val ) );
// psh_forgot_to_set_static_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_STATIC_PIXEL_SHADER_NEW block.
#define SET_STATIC_PIXEL_SHADER_NEW_COMBO( var, val ) \
_pshIndex.Set ## var( ( val ) ); \
constexpr int psh_forgot_to_set_static_ ## var = 1
#define SET_STATIC_PIXEL_SHADER_NEW_COMBO_OVERRIDE_DEFAULT( var, val ) \
_pshIndex.Set ## var( ( val ) );
// vsh_forgot_to_set_static_ ## var is used to make sure that you set all
// all combos. If you don't, you will get an undefined variable used error
// in the SET_STATIC_VERTEX_SHADER_NEW block.
#define SET_STATIC_VERTEX_SHADER_NEW_COMBO( var, val ) \
_vshIndex.Set ## var( ( val ) ); \
constexpr int vsh_forgot_to_set_static_ ## var = 1
#define SET_STATIC_VERTEX_SHADER_NEW_COMBO_OVERRIDE_DEFAULT( var, val ) \
_vshIndex.Set ## var( ( val ) );
// psh_testAllCombos adds up all of the psh_forgot_to_set_dynamic_ ## var's from
// SET_DYNAMIC_PIXEL_SHADER_NEW_COMBO so that an error is generated if they aren't set.
// psh_testAllCombos is set to itself to avoid an unused variable warning.
// psh ## shader being set to itself ensures that DECLARE_DYNAMIC_PIXEL_SHADER_NEW
// was called for this particular shader.
#define SET_DYNAMIC_PIXEL_SHADER_NEW( shader ) \
static_assert( ( shaderDynamicTest_ ## shader ) != 0, "Missing combo!" ); \
static_assert( psh ## shader != 0, "Not pixel shader!" ); \
pShaderAPI->SetPixelShaderIndex( _pshIndex.GetIndex() )
#define SET_DYNAMIC_PIXEL_SHADER_NEW_CMD( cmdstream, shader ) \
static_assert( ( shaderDynamicTest_ ## shader ) != 0, "Missing combo!" ); \
static_assert( psh ## shader != 0, "Not pixel shader!" ); \
cmdstream.SetPixelShaderIndex( _pshIndex.GetIndex() )
// vsh_testAllCombos adds up all of the vsh_forgot_to_set_dynamic_ ## var's from
// SET_DYNAMIC_VERTEX_SHADER_NEW_COMBO so that an error is generated if they aren't set.
// vsh_testAllCombos is set to itself to avoid an unused variable warning.
// vsh ## shader being set to itself ensures that DECLARE_DYNAMIC_VERTEX_SHADER_NEW
// was called for this particular shader.
#define SET_DYNAMIC_VERTEX_SHADER_NEW( shader ) \
static_assert( ( shaderDynamicTest_ ## shader ) != 0, "Missing combo!" ); \
static_assert( vsh ## shader != 0, "Not vertex shader!" ); \
pShaderAPI->SetVertexShaderIndex( _vshIndex.GetIndex() )
#define SET_DYNAMIC_VERTEX_SHADER_NEW_CMD( cmdstream, shader ) \
static_assert( shaderDynamicTest_ ## shader != 0, "Missing combo!" ); \
static_assert( vsh ## shader != 0, "Not vertex shader!" ); \
cmdstream.SetVertexShaderIndex( _vshIndex.GetIndex() )
// psh_testAllCombos adds up all of the psh_forgot_to_set_static_ ## var's from
// SET_STATIC_PIXEL_SHADER_NEW_COMBO so that an error is generated if they aren't set.
// psh_testAllCombos is set to itself to avoid an unused variable warning.
// psh ## shader being set to itself ensures that DECLARE_STATIC_PIXEL_SHADER_NEW
// was called for this particular shader.
#define SET_STATIC_PIXEL_SHADER_NEW( shader ) \
static_assert( ( shaderStaticTest_ ## shader ) != 0, "Missing combo!" ); \
static_assert( psh ## shader != 0, "Not pixel shader!" ); \
pShaderShadow->SetPixelShader( #shader, _pshIndex.GetIndex() )
// vsh_testAllCombos adds up all of the vsh_forgot_to_set_static_ ## var's from
// SET_STATIC_VERTEX_SHADER_NEW_COMBO so that an error is generated if they aren't set.
// vsh_testAllCombos is set to itself to avoid an unused variable warning.
// vsh ## shader being set to itself ensures that DECLARE_STATIC_VERTEX_SHADER_NEW
// was called for this particular shader.
#define SET_STATIC_VERTEX_SHADER_NEW( shader ) \
static_assert( shaderStaticTest_ ## shader != 0, "Missing combo!" ); \
static_assert( vsh ## shader != 0, "Not vertex shader!" ); \
pShaderShadow->SetVertexShader( #shader, _vshIndex.GetIndex() )
#endif // CSHADER_H

View file

@ -76,7 +76,7 @@ struct CubemapSideData_t
};
static CubemapSideData_t s_aCubemapSideData[MAX_MAP_BRUSHSIDES];
char *g_pParallaxObbStrs[MAX_MAP_CUBEMAPSAMPLES];
inline bool SideHasCubemapAndWasntManuallyReferenced( int iSide )
@ -85,8 +85,10 @@ inline bool SideHasCubemapAndWasntManuallyReferenced( int iSide )
}
void Cubemap_InsertSample( const Vector& origin, int size )
void Cubemap_InsertSample( const Vector &origin, int size, char *pParallaxObbStr = "" )
{
g_pParallaxObbStrs[g_nCubemapSamples] = pParallaxObbStr;
dcubemapsample_t *pSample = &g_CubemapSamples[g_nCubemapSamples];
pSample->origin[0] = ( int )origin[0];
pSample->origin[1] = ( int )origin[1];
@ -528,7 +530,7 @@ static void GeneratePatchedName( const char *pMaterialName, const PatchInfo_t &i
//-----------------------------------------------------------------------------
// Patches the $envmap for a material and all its dependents, returns true if any patching happened
//-----------------------------------------------------------------------------
static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, const PatchInfo_t &info, const char *pCubemapTexture )
static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, const PatchInfo_t &info, const char *pCubemapTexture, const char *pParallaxObbMatrix = "" )
{
// Do *NOT* patch the material if there is an $envmap specified and it's not 'env_cubemap'
@ -546,7 +548,7 @@ static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, cons
const char *pDependentMaterial = FindDependentMaterial( pMaterialName, &pDependentMaterialVar );
if ( pDependentMaterial )
{
bDependentMaterialPatched = PatchEnvmapForMaterialAndDependents( pDependentMaterial, info, pCubemapTexture );
bDependentMaterialPatched = PatchEnvmapForMaterialAndDependents( pDependentMaterial, info, pCubemapTexture, pParallaxObbMatrix );
}
// If we have neither to patch, we're done
@ -557,7 +559,7 @@ static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, cons
char pPatchedMaterialName[1024];
GeneratePatchedName( pMaterialName, info, true, pPatchedMaterialName, 1024 );
MaterialPatchInfo_t pPatchInfo[2];
MaterialPatchInfo_t pPatchInfo[6];
int nPatchCount = 0;
if ( bShouldPatchEnvCubemap )
{
@ -578,7 +580,30 @@ static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, cons
++nPatchCount;
}
CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_REPLACE );
// Parallax cubemap matrix
CUtlVector<char *> matRowList;
if ( pParallaxObbMatrix[0] != '\0' )
{
V_SplitString( pParallaxObbMatrix, ";", matRowList );
pPatchInfo[nPatchCount].m_pKey = "$envMapParallaxOBB1";
pPatchInfo[nPatchCount].m_pValue = matRowList[0];
++nPatchCount;
pPatchInfo[nPatchCount].m_pKey = "$envMapParallaxOBB2";
pPatchInfo[nPatchCount].m_pValue = matRowList[1];
++nPatchCount;
pPatchInfo[nPatchCount].m_pKey = "$envMapParallaxOBB3";
pPatchInfo[nPatchCount].m_pValue = matRowList[2];
++nPatchCount;
pPatchInfo[nPatchCount].m_pKey = "$envMapOrigin";
pPatchInfo[nPatchCount].m_pValue = matRowList[3];
++nPatchCount;
}
CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_INSERT );
// Clean up parallax stuff
matRowList.PurgeAndDeleteElements();
return true;
}
@ -597,7 +622,7 @@ static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, cons
// default (skybox) cubemap into this file so the cubemap doesn't have the pink checkerboard at
// runtime before they run buildcubemaps.
//-----------------------------------------------------------------------------
static int Cubemap_CreateTexInfo( int originalTexInfo, int origin[3] )
static int Cubemap_CreateTexInfo( int originalTexInfo, int origin[3], int cubemapIndex )
{
// Don't make cubemap tex infos for nodes
if ( originalTexInfo == TEXINFO_NODE )
@ -638,9 +663,16 @@ static int Cubemap_CreateTexInfo( int originalTexInfo, int origin[3] )
char pTextureName[1024];
GeneratePatchedName( "c", info, false, pTextureName, 1024 );
// Append origin info if this cubemap has a parallax OBB
char originAppendedString[1024] = "";
if ( g_pParallaxObbStrs[cubemapIndex][0] != '\0' )
{
Q_snprintf( originAppendedString, 1024, "%s;[%d %d %d]", g_pParallaxObbStrs[cubemapIndex], origin[0], origin[1], origin[2] );
}
// Hook the texture into the material and all dependent materials
// but if no hooking was necessary, exit out
if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName ) )
if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName, originAppendedString ) )
return originalTexInfo;
// Store off the name of the cubemap that we need to create since we successfully patched
@ -730,7 +762,7 @@ void Cubemap_FixupBrushSidesMaterials( void )
}
#endif
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin );
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin, cubemapID );
if ( pSide->pMapDisp )
{
pSide->pMapDisp->face.texinfo = pSide->texinfo;
@ -946,7 +978,7 @@ void Cubemap_AttachDefaultCubemapToSpecularSides( void )
Assert( pSide->texinfo == pSide->pMapDisp->face.texinfo );
}
#endif
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin );
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin, iCubemap );
if ( pSide->pMapDisp )
{
pSide->pMapDisp->face.texinfo = pSide->texinfo;

View file

@ -5,6 +5,7 @@
// $NoKeywords: $
//=============================================================================//
#include "matrixinvert.h"
#include "vbsp.h"
#include "map_shared.h"
#include "disp_vbsp.h"
@ -1618,16 +1619,96 @@ ChunkFileResult_t CMapFile::LoadEntityCallback(CChunkFile *pFile, int nParam)
if( ( g_nDXLevel == 0 ) || ( g_nDXLevel >= 70 ) )
{
const char* pSideListStr = ValueForKey( mapent, "sides" );
char *pParallaxObbStr = ValueForKey( mapent, "parallaxobb" );
int size;
size = IntForKey( mapent, "cubemapsize" );
Cubemap_InsertSample( mapent->origin, size );
Cubemap_SaveBrushSides( pSideListStr );
Cubemap_InsertSample( mapent->origin, size, pParallaxObbStr );
}
// clear out this entity
mapent->epairs = NULL;
return(ChunkFile_Ok);
}
//
// parallax_obb brushes are removed after the transformation matrix is found and saved into
// the entity's data (ent will be removed after data transferred to patched materials)
//
if ( !strcmp( "parallax_obb", pClassName ) )
{
matrix3x4_t obbMatrix, invObbMatrix;
SetIdentityMatrix( obbMatrix );
SetIdentityMatrix( invObbMatrix );
// Get corner and its 3 edges (scaled, local x, y, and z axes)
mapbrush_t *brush = &mapbrushes[mapent->firstbrush];
Vector corner, x, y, z;
// Find first valid winding (with these whiles, if not enough valid windings then identity matrix is passed through to VMTs)
int i = 0;
while ( i < brush->numsides )
{
winding_t *wind = brush->original_sides[i].winding;
if ( !wind )
{
i++;
continue;
}
corner = wind->p[0];
y = wind->p[1] - corner;
z = wind->p[3] - corner;
x = CrossProduct( y, z ).Normalized();
i++;
break;
}
// Skip second valid winding (opposite face from first, unusable for finding Z's length)
while ( i < brush->numsides )
{
winding_t *wind = brush->original_sides[i].winding;
if ( !wind )
{
i++;
continue;
}
i++;
break;
}
// Find third valid winding
while ( i < brush->numsides )
{
winding_t *wind = brush->original_sides[i].winding;
if ( !wind )
{
i++;
continue;
}
// Find length of X
// Start with diagonal, then scale X by the projection of diag onto X
Vector diag = wind->p[0] - wind->p[2];
x *= abs( DotProduct( diag, x ) );
// Build transformation matrix (what is needed to turn a [0,0,0] - [1,1,1] cube into this brush)
MatrixSetColumn( x, 0, obbMatrix );
MatrixSetColumn( y, 1, obbMatrix );
MatrixSetColumn( z, 2, obbMatrix );
MatrixSetColumn( corner, 3, obbMatrix );
// Find inverse (we need the world to local matrix, "transformationmatrix" is kind of a misnomer)
MatrixInversion( obbMatrix, invObbMatrix );
break;
}
char szMatrix[1024];
Q_snprintf( szMatrix, 1024, "[%f %f %f %f];[%f %f %f %f];[%f %f %f %f]", invObbMatrix[0][0], invObbMatrix[0][1], invObbMatrix[0][2], invObbMatrix[0][3], invObbMatrix[1][0], invObbMatrix[1][1], invObbMatrix[1][2], invObbMatrix[1][3], invObbMatrix[2][0], invObbMatrix[2][1], invObbMatrix[2][2], invObbMatrix[2][3] );
SetKeyValue( mapent, "transformationmatrix", szMatrix );
return ( ChunkFile_Ok );
}
if ( !strcmp( "test_sidelist", pClassName ) )
{
ConvertSideList(mapent, "sides");
@ -2611,6 +2692,28 @@ bool LoadMapFile( const char *pszFileName )
if ((eResult == ChunkFile_Ok) || (eResult == ChunkFile_EOF))
{
// Fill out parallax obb matrix array
for ( int i = 0; i < g_nCubemapSamples; i++ )
{
if ( g_pParallaxObbStrs[i][0] != '\0' )
{
entity_t *obbEnt = EntityByName( g_pParallaxObbStrs[i] );
g_pParallaxObbStrs[i] = ValueForKey( obbEnt, "transformationmatrix" );
}
}
// Remove parallax_obb entities (in a nice slow linear search)
for ( int i = 0; i < g_MainMap->num_entities; i++ )
{
entity_t *mapent = &g_MainMap->entities[i];
const char *pClassName = ValueForKey( mapent, "classname" );
if ( !strcmp( "parallax_obb", pClassName ) )
{
mapent->numbrushes = 0;
mapent->epairs = NULL;
}
}
// Update the overlay/side list(s).
Overlay_UpdateSideLists( g_LoadingMap->m_StartMapOverlays );
OverlayTransition_UpdateSideLists( g_LoadingMap->m_StartMapWaterOverlays );

View file

@ -607,7 +607,8 @@ void SaveVertexNormals( void );
//=============================================================================
// cubemap.cpp
void Cubemap_InsertSample( const Vector& origin, int size );
extern char *g_pParallaxObbStrs[MAX_MAP_CUBEMAPSAMPLES];
void Cubemap_InsertSample( const Vector &origin, int size, char *pParallaxObbStr );
void Cubemap_CreateDefaultCubemaps( void );
void Cubemap_SaveBrushSides( const char *pSideListStr );
void Cubemap_FixupBrushSidesMaterials( void );