text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: 
  //
  // $NoKeywords: $
  //
  //===========================================================================//
  #include "BaseVSShader.h"
  #include "example_model_dx9_helper.h"
  #include "convar.h"
  #include "cpp_shader_constant_register_map.h"
  #include "example_model_vs20.inc"
  #include "example_model_ps20b.inc"
  #include "commandbuilder.h"
  
  
  // memdbgon must be the last include file in a .cpp file!!!
  #include "tier0/memdbgon.h"
  
  static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
  static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
  static ConVar r_rimlight( "r_rimlight", "1", FCVAR_CHEAT );
  
  // Textures may be bound to the following samplers:
  //	SHADER_SAMPLER0	 Base (Albedo) / Gloss in alpha
  //	SHADER_SAMPLER4	 Flashlight Shadow Depth Map
  //	SHADER_SAMPLER5	 Normalization cube map
  //	SHADER_SAMPLER6	 Flashlight Cookie
  
  
  //-----------------------------------------------------------------------------
  // Initialize shader parameters
  //-----------------------------------------------------------------------------
  void InitParamsExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ExampleModel_DX9_Vars_t &info )
  {	
  	// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
  	Assert( info.m_nFlashlightTexture >= 0 );
  
  	if ( g_pHardwareConfig->SupportsBorderColor() )
  	{
  		params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
  	}
  	else
  	{
  		params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
  	}
  
  	// This shader can be used with hw skinning
  	SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
  	SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
  }
  
  //-----------------------------------------------------------------------------
  // Initialize shader
  //-----------------------------------------------------------------------------
  void InitExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, ExampleModel_DX9_Vars_t &info )
  {
  	Assert( info.m_nFlashlightTexture >= 0 );
  	pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
  	
  	bool bIsBaseTextureTranslucent = false;
  	if ( params[info.m_nBaseTexture]->IsDefined() )
  	{
  		pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
  		
  		if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
  		{
  			bIsBaseTextureTranslucent = true;
  		}
  	}
  }
  
  class CExampleModel_DX9_Context : public CBasePerMaterialContextData
  {
  public:
  	CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
  	bool m_bFastPath;
  
  };
  
  //-----------------------------------------------------------------------------
  // Draws the shader
  //-----------------------------------------------------------------------------
  void DrawExampleModel_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
  	bool bHasFlashlight, ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
  							CBasePerMaterialContextData **pContextDataPtr )
  {
  	bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
  	bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
  
  	BlendType_t nBlendType= pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
  	bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested && !bHasFlashlight;
  
  	CExampleModel_DX9_Context *pContextData = reinterpret_cast< CExampleModel_DX9_Context *> ( *pContextDataPtr );
  	if ( !pContextData )
  	{
  		pContextData = new CExampleModel_DX9_Context;
  		*pContextDataPtr = pContextData;
  	}
  
  	if( pShader->IsSnapshotting() )
  	{
  		pShaderShadow->EnableAlphaTest( bIsAlphaTested );
  
  		if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
  		{
  			pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
  		}
  
  		int nShadowFilterMode = 0;
  		if( bHasFlashlight )
  		{
  			if (params[info.m_nBaseTexture]->IsTexture())
  			{
  				pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
  			}
  
  			if( bIsAlphaTested )
  			{
  				// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to 
  				// be the same on both the regular pass and the flashlight pass.
  				pShaderShadow->EnableAlphaTest( false );
  				pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
  			}
  			pShaderShadow->EnableBlending( true );
  			pShaderShadow->EnableDepthWrites( false );
  
  			// Be sure not to write to dest alpha
  			pShaderShadow->EnableAlphaWrites( false );
  
  			nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
  		}
  		else // not flashlight pass
  		{
  			if (params[info.m_nBaseTexture]->IsTexture())
  			{
  				pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
  			}
  		}
  		
  		unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
  		int userDataSize = 0;
  
  		// Always enable...will bind white if nothing specified...
  		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );		// Base (albedo) map
  		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
  
  		if( bHasFlashlight )
  		{
  			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );	// Shadow depth map
  			pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
  			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
  			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );	// Noise map
  			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Flashlight cookie
  			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
  			userDataSize = 4; // tangent S
  		}
  
  		// Always enable, since flat normal will be bound
  		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );		// Normal map
  		userDataSize = 4; // tangent S
  		pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );		// Normalizing cube map
  		pShaderShadow->EnableSRGBWrite( true );
  		
  		// texcoord0 : base texcoord, texcoord2 : decal hw morph delta
  		int pTexCoordDim[3] = { 2, 0, 3 };
  		int nTexCoordCount = 1;
  
  		// This shader supports compressed vertices, so OR in that flag:
  		flags |= VERTEX_FORMAT_COMPRESSED;
  
  		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
  
  		DECLARE_STATIC_VERTEX_SHADER( example_model_vs20 );
  		SET_STATIC_VERTEX_SHADER( example_model_vs20 );
  
  		// Assume we're only going to get in here if we support 2b
  		DECLARE_STATIC_PIXEL_SHADER( example_model_ps20b );
  		SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
  		SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
  		SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
  		SET_STATIC_PIXEL_SHADER( example_model_ps20b );
  
  		if( bHasFlashlight )
  		{
  			pShader->FogToBlack();
  		}
  		else
  		{
  			pShader->DefaultFog();
  		}
  
  		// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
  		pShaderShadow->EnableAlphaWrites( bFullyOpaque );
  	}
  	else // not snapshotting -- begin dynamic state
  	{
  		bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
  
  		if( bHasBaseTexture )
  		{
  			pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
  		}
  		else
  		{
  			pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
  		}
  
  		LightState_t lightState = { 0, false, false };
  		bool bFlashlightShadows = false;
  		if( bHasFlashlight )
  		{
  			Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
  			pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
  			VMatrix worldToTexture;
  			ITexture *pFlashlightDepthTexture;
  			FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
  			bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
  
  			SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
  
  			if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
  			{
  				pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
  				pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
  			}
  		}
  		else // no flashlight
  		{
  			pShaderAPI->GetDX9LightState( &lightState );
  		}
  
  		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
  		int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
  		int numBones = pShaderAPI->GetCurrentNumBones();
  
  		bool bWriteDepthToAlpha = false;
  		bool bWriteWaterFogToAlpha = false;
  		if( bFullyOpaque ) 
  		{
  			bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
  			bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
  			AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
  		}
  
  		DECLARE_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
  		SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
  		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
  		SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
  		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
  		SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
  		SET_DYNAMIC_VERTEX_SHADER( example_model_vs20 );
  
  		DECLARE_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
  		SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
  		SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
  		SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
  		SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
  		SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
  		SET_DYNAMIC_PIXEL_SHADER( example_model_ps20b );
  
  		pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
  		pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
  		pShader->SetAmbientCubeDynamicStateVertexShader();
  
  		if( !bHasFlashlight )
  		{
  			pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
  		}
  
  		pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight );	// Force to black if not bAmbientLight
  		pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
  
  		// handle mat_fullbright 2 (diffuse lighting only)
  		if( bLightingOnly )
  		{
  			pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
  		}
  
  		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
  
  		if( bHasFlashlight )
  		{
  			VMatrix worldToTexture;
  			float atten[4], pos[4], tweaks[4];
  
  			const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
  			SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
  
  			pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
  
  			atten[0] = flashlightState.m_fConstantAtten;		// Set the flashlight attenuation factors
  			atten[1] = flashlightState.m_fLinearAtten;
  			atten[2] = flashlightState.m_fQuadraticAtten;
  			atten[3] = flashlightState.m_FarZ;
  			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
  
  			pos[0] = flashlightState.m_vecLightOrigin[0];		// Set the flashlight origin
  			pos[1] = flashlightState.m_vecLightOrigin[1];
  			pos[2] = flashlightState.m_vecLightOrigin[2];
  			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 );
  
  			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
  
  			// Tweaks associated with a given flashlight
  			tweaks[0] = ShadowFilterFromState( flashlightState );
  			tweaks[1] = ShadowAttenFromState( flashlightState );
  			pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
  			pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
  
  			// Dimensions of screen, used for screen-space noise map sampling
  			float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
  			int nWidth, nHeight;
  			pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
  			vScreenScale[0] = (float) nWidth  / 32.0f;
  			vScreenScale[1] = (float) nHeight / 32.0f;
  			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
  		}
  	}
  	pShader->Draw();
  }
  
  
  //-----------------------------------------------------------------------------
  // Draws the shader
  //-----------------------------------------------------------------------------
  void DrawExampleModel_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
  				   ExampleModel_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
  
  {
  	bool bHasFlashlight = pShader->UsingFlashlight( params );
  	if ( bHasFlashlight )
  	{
  		DrawExampleModel_DX9_Internal( pShader, params, pShaderAPI,	pShaderShadow, false, info, vertexCompression, pContextDataPtr++ );
  		if ( pShaderShadow )
  		{
  			pShader->SetInitialShadowState( );
  		}
  	}
  	DrawExampleModel_DX9_Internal( pShader, params, pShaderAPI,	pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
  }
  