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//===== Copyright � 1996-2007, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#if !defined( _X360 ) && !defined( _PS3 )
#include "lightmappedgeneric_vs30.inc"
#include "worldtwotextureblend_ps30.inc"
#endif
#include "lightmappedgeneric_vs20.inc"
#include "worldtwotextureblend_ps20.inc"
#include "worldtwotextureblend_ps20b.inc"
#include "shaderapifast.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#if defined( CSTRIKE15 ) && defined( _X360 )
static ConVar r_shader_srgbread( "r_shader_srgbread", "1", 0, "1 = use shader srgb texture reads, 0 = use HW" ); #else
static ConVar r_shader_srgbread( "r_shader_srgbread", "0", 0, "1 = use shader srgb texture reads, 0 = use HW" ); #endif
// FIXME: Need to make a dx9 version so that "CENTROID" works.
BEGIN_VS_SHADER( WorldTwoTextureBlend, "Help for WorldTwoTextureBlend" )
BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 ) SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "albedo (Base texture with no baked lighting)" ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" ) SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" ) SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", "If this is 1, then when detail alpha=0, no base texture is blended and when " "detail alpha=1, you get detail*base*lightmap" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" ) SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
SHADER_PARAM( SHADERSRGBREAD360, SHADER_PARAM_TYPE_BOOL, "0", "Simulate srgb read in shader code") END_SHADER_PARAMS
SHADER_FALLBACK { return 0; }
SHADER_INIT_PARAMS() {
if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() ) { params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 ); } params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && params[ALBEDO]->IsDefined() && params[BASETEXTURE]->IsDefined() && !( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) ) { params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() ); } if( !params[NODIFFUSEBUMPLIGHTING]->IsDefined() ) { params[NODIFFUSEBUMPLIGHTING]->SetIntValue( 0 ); }
if( !params[SELFILLUMTINT]->IsDefined() ) { params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); }
if( !params[DETAILSCALE]->IsDefined() ) { params[DETAILSCALE]->SetFloatValue( 4.0f ); }
if( !params[BUMPFRAME]->IsDefined() ) { params[BUMPFRAME]->SetIntValue( 0 ); }
if( !params[DETAILFRAME]->IsDefined() ) { params[DETAILFRAME]->SetIntValue( 0 ); }
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); }
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); }
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); }
// srgb read 360
InitIntParam( SHADERSRGBREAD360, params, 0 ); }
SHADER_INIT { if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() ) { LoadBumpMap( BUMPMAP ); } if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } }
if (params[DETAIL]->IsDefined()) { LoadTexture( DETAIL ); }
LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); // Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) { CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); } // We always need this because of the flashlight.
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); }
void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool hasFlashlight, VertexCompressionType_t vertexCompression ) { bool bSinglePassFlashlight = false; bool hasBump = params[BUMPMAP]->IsTexture(); bool hasBaseTexture = params[BASETEXTURE]->IsTexture(); bool hasDetailTexture = /*!hasBump && */params[DETAIL]->IsTexture(); bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0; bool bHasDetailAlpha = params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() != 0; bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
bool bSeamlessMapping = params[SEAMLESS_SCALE]->GetFloatValue() != 0.0;
#if defined( CSTRIKE15 )
bool bShaderSrgbRead = ( IsX360() && r_shader_srgbread.GetBool() ); #else
bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( SHADERSRGBREAD360 ) && params[SHADERSRGBREAD360]->GetIntValue() ); #endif
SHADOW_STATE { ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT;
// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
pShaderShadow->EnableAlphaTest( bIsAlphaTested ); if( hasFlashlight ) { if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( false /* bForceLowQuality */, g_pHardwareConfig->HasFastVertexTextures() && !IsPlatformX360() && !IsPlatformPS3() /* bPS30 */ ); // Based upon vendor and device dependent formats
}
SetAdditiveBlendingShadowState( BASETEXTURE, true ); pShaderShadow->EnableDepthWrites( false );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false ); } else { SetDefaultBlendingShadowState( BASETEXTURE, true ); }
unsigned int flags = VERTEX_POSITION; if( hasBaseTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead ); } // if( hasLightmap )
{ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ); } if( hasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); //pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; } if( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); } if( hasBump ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if( hasVertexColor ) { flags |= VERTEX_COLOR; }
// Normalizing cube map
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
// texcoord0 : base texcoord
// texcoord1 : lightmap texcoord
// texcoord2 : lightmap texcoord offset
int numTexCoords = 2; if( hasBump ) { numTexCoords = 3; }
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
// Pre-cache pixel shaders
bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
pShaderShadow->EnableSRGBWrite( true );
int nLightingPreviewMode = 0; #if 0
int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ); #endif
#if !defined( _X360 ) && !defined( _PS3 )
if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, hasFlashlight ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, false ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 ); SET_STATIC_VERTEX_SHADER_COMBO( PAINT, 0 ); SET_STATIC_VERTEX_SHADER_COMBO( ADDBUMPMAPS, 0 ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); } else #endif
{ DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, hasFlashlight ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, false ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 ); SET_STATIC_VERTEX_SHADER_COMBO( PAINT, 0 ); SET_STATIC_VERTEX_SHADER_COMBO( ADDBUMPMAPS, 0 ); #if defined( _X360 ) || defined( _PS3 )
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); #endif
SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); }
#if !defined( _X360 ) && !defined( _PS3 )
if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 ); } else #endif
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); } else { DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); }
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff.
// But only do it if we're not using the alpha already for translucency
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
if( hasFlashlight ) { FogToBlack(); } else { DefaultFog(); }
PI_BeginCommandBuffer(); PI_SetModulationVertexShaderDynamicState( ); PI_EndCommandBuffer(); } DYNAMIC_STATE { if( hasBaseTexture ) { BindTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), BASETEXTURE, FRAME ); } else { ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_WHITE ); }
// if( hasLightmap )
{ ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER1, ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, TEXTURE_LIGHTMAP ); }
bool bFlashlightShadows = false; bool bUberlight = false; if( hasFlashlight ) { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = ShaderApiFast( pShaderAPI )->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = state.m_bEnableShadows; bUberlight = state.m_bUberlight;
SetFlashLightColorFromState( state, pShaderAPI, bSinglePassFlashlight );
BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() ) { BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture ); } } if( hasDetailTexture ) { BindTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, DETAIL, DETAILFRAME ); } if( hasBump ) { if( !g_pConfig->m_bFastNoBump ) { BindTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, BUMPMAP, BUMPFRAME ); } else { ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT ); } } ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
// If we don't have a texture transform, we don't have
// to set vertex shader constants or run vertex shader instructions
// for the texture transform.
bool bHasTextureTransform = !( params[BASETEXTURETRANSFORM]->MatrixIsIdentity() && params[BUMPTRANSFORM]->MatrixIsIdentity() );
bool bVertexShaderFastPath = !bHasTextureTransform; if( params[DETAIL]->IsTexture() ) { bVertexShaderFastPath = false; } if( ShaderApiFast( pShaderAPI )->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) != 0 ) { bVertexShaderFastPath = false; }
if( !bVertexShaderFastPath ) { if ( !bSeamlessMapping ) { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); } if( hasBump && !bHasDetailAlpha ) { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BUMPTRANSFORM ); Assert( !hasDetailTexture ); } }
MaterialFogMode_t fogType = ShaderApiFast( pShaderAPI )->GetSceneFogMode();
if ( IsPC() ) { bool bWorldNormal = ShaderApiFast( pShaderAPI )->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ) == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH; if ( bWorldNormal ) { float vEyeDir[4]; ShaderApiFast( pShaderAPI )->GetWorldSpaceCameraDirection( vEyeDir );
float flFarZ = ShaderApiFast( pShaderAPI )->GetFarZ(); vEyeDir[0] /= flFarZ; // Divide by farZ for SSAO algorithm
vEyeDir[1] /= flFarZ; vEyeDir[2] /= flFarZ; ShaderApiFast( pShaderAPI )->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_12, vEyeDir ); } }
#if !defined( _X360 ) && !defined( _PS3 )
if (g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); } else #endif
{ DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); }
bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( bFullyOpaque ) { bWriteDepthToAlpha = ShaderApiFast( pShaderAPI )->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha
bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; }
#if !defined( _X360 ) && !defined( _PS3 )
if ( g_pHardwareConfig->HasFastVertexTextures() ) { DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight ); SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 ); } else #endif
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) && (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested ); SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); }
// always set the transform for detail textures since I'm assuming that you'll
// always have a detailscale.
if( hasDetailTexture ) { SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, DETAILSCALE ); Assert( !( hasBump && !bHasDetailAlpha ) ); }
SetPixelShaderConstantGammaToLinear( 7, SELFILLUMTINT );
float eyePos[4]; ShaderApiFast( pShaderAPI )->GetWorldSpaceCameraPosition( eyePos ); ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( 10, eyePos, 1 ); ShaderApiFast( pShaderAPI )->SetPixelShaderFogParams( 11 );
if ( bSeamlessMapping ) { float map_scale[4]={ params[SEAMLESS_SCALE]->GetFloatValue(),0,0,0}; ShaderApiFast( pShaderAPI )->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale ); }
if( hasFlashlight ) { VMatrix worldToTexture; const FlashlightState_t &flashlightState = ShaderApiFast( pShaderAPI )->GetFlashlightState( worldToTexture );
// Set the flashlight attenuation factors
float atten[4]; atten[0] = flashlightState.m_fConstantAtten; atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZAtten; ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( 20, atten, 1 );
// Set the flashlight origin
float pos[4]; pos[0] = flashlightState.m_vecLightOrigin[0]; pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; pos[3] = flashlightState.m_FarZ; // didn't have this in main. . probably need this?
ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( 15, pos, 1 );
ShaderApiFast( pShaderAPI )->SetPixelShaderConstant( 16, worldToTexture.Base(), 4 );
if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() ) { SetupUberlightFromState( pShaderAPI, flashlightState ); } } } Draw(); }
SHADER_DRAW { bool bHasFlashlight = UsingFlashlight( params ); if ( bHasFlashlight && ( IsX360() || IsPS3() ) ) { DrawPass( params, pShaderAPI, pShaderShadow, false, vertexCompression ); SHADOW_STATE { SetInitialShadowState( ); } } DrawPass( params, pShaderAPI, pShaderShadow, bHasFlashlight, vertexCompression ); }
END_SHADER
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