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//========= Copyright (c) 1996-2014, Valve LLC, All rights reserved. ============
//
// Purpose: Lightmapped_4WayBlend shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================
#include "lightmapped_4wayblend_dx9_helper.h"
#include "BaseVSShader.h"
#include "shaderlib/commandbuilder.h"
#include "convar.h"
#include "lightmapped_4wayblend_vs20.inc"
#include "lightmapped_4wayblend_ps20b.inc"
#if !defined( _X360 ) && !defined( _PS3 )
#include "lightmapped_4wayblend_vs30.inc"
#include "lightmapped_4wayblend_ps30.inc"
#endif
#include "shaderapifast.h"
#include "tier0/vprof.h"
#include "tier0/memdbgon.h"
extern ConVar mat_ambient_light_r; extern ConVar mat_ambient_light_g; extern ConVar mat_ambient_light_b;
#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
static ConVar mat_force_vertexfog( "mat_force_vertexfog", "0", FCVAR_DEVELOPMENTONLY );
void InitParamsLightmapped_4WayBlend_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, Lightmapped_4WayBlend_DX9_Vars_t &info ) { // A little strange, but we do support "skinning" in that we can do
// fast-path instance rendering with lightmapped generic, and this
// tells the system to insert the PI command buffer to set the per-instance matrix.
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
// Override vertex fog via the global setting if it isn't enabled/disabled in the material file.
if ( !IS_FLAG_DEFINED( MATERIAL_VAR_VERTEXFOG ) && mat_force_vertexfog.GetBool() ) { SET_FLAGS( MATERIAL_VAR_VERTEXFOG ); }
params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
if( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() ) { if( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 ) { Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName ); params[info.m_nEnvmap]->SetUndefined(); } } if( !params[info.m_nEnvmapTint]->IsDefined() ) params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() ) params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 );
if( !params[info.m_nSelfIllumTint]->IsDefined() ) params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[info.m_nDetailScale]->IsDefined() ) params[info.m_nDetailScale]->SetFloatValue( 4.0f );
if ( !params[info.m_nDetailTint]->IsDefined() ) params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f );
InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); InitFloatParam( info.m_nDetailTextureBlendFactor2, params, 1.0 ); InitFloatParam( info.m_nDetailTextureBlendFactor3, params, 1.0 ); InitFloatParam( info.m_nDetailTextureBlendFactor4, params, 1.0 ); InitIntParam( info.m_nDetailTextureCombineMode, params, 0 );
InitFloatParam( info.m_nTexture2uvScale, params, 1.0f ); InitFloatParam( info.m_nTexture3uvScale, params, 1.0f ); InitFloatParam( info.m_nTexture4uvScale, params, 1.0f );
InitFloatParam( info.m_nTexture2BlendStart, params, 0.0f ); InitFloatParam( info.m_nTexture3BlendStart, params, 0.0f ); InitFloatParam( info.m_nTexture4BlendStart, params, 0.0f );
InitFloatParam( info.m_nTexture2BlendEnd, params, 1.0f ); InitFloatParam( info.m_nTexture3BlendEnd, params, 1.0f ); InitFloatParam( info.m_nTexture4BlendEnd, params, 1.0f );
InitFloatParam( info.m_nTexture1LumStart, params, 0.0f ); InitFloatParam( info.m_nTexture2LumStart, params, 0.0f ); InitFloatParam( info.m_nTexture3LumStart, params, 0.0f ); InitFloatParam( info.m_nTexture4LumStart, params, 0.0f );
InitFloatParam( info.m_nTexture1LumEnd, params, 1.0f ); InitFloatParam( info.m_nTexture2LumEnd, params, 1.0f ); InitFloatParam( info.m_nTexture3LumEnd, params, 1.0f ); InitFloatParam( info.m_nTexture4LumEnd, params, 1.0f );
InitFloatParam( info.m_nTexture2BumpBlendFactor, params, 1.0f ); InitFloatParam( info.m_nTexture3BumpBlendFactor, params, 1.0f ); InitFloatParam( info.m_nTexture4BumpBlendFactor, params, 1.0f );
InitFloatParam( info.m_nLumBlendFactor2, params, 1.0f ); InitFloatParam( info.m_nLumBlendFactor3, params, 1.0f ); InitFloatParam( info.m_nLumBlendFactor4, params, 1.0f );
if( !params[info.m_nFresnelReflection]->IsDefined() ) params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
if( !params[info.m_nEnvmapMaskFrame]->IsDefined() ) params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 ); if( !params[info.m_nEnvmapFrame]->IsDefined() ) params[info.m_nEnvmapFrame]->SetIntValue( 0 );
if( !params[info.m_nBumpFrame]->IsDefined() ) params[info.m_nBumpFrame]->SetIntValue( 0 );
if( !params[info.m_nDetailFrame]->IsDefined() ) params[info.m_nDetailFrame]->SetIntValue( 0 );
if( !params[info.m_nEnvmapContrast]->IsDefined() ) params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f ); if( !params[info.m_nEnvmapSaturation]->IsDefined() ) params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
if ( ( info.m_nEnvmapAnisotropyScale != -1 ) && !params[info.m_nEnvmapAnisotropyScale]->IsDefined() ) params[info.m_nEnvmapAnisotropyScale]->SetFloatValue( 1.0f );
if ( ( info.m_nEnvMapLightScaleMinMax != -1 ) && !params[info.m_nEnvMapLightScaleMinMax]->IsDefined() ) params[info.m_nEnvMapLightScaleMinMax]->SetVecValue( 0.0, 1.0 ); InitFloatParam( info.m_nAlphaTestReference, params, 0.0f );
// No texture means no self-illum or env mask in base alpha
if ( !params[info.m_nBaseTexture]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); }
if( params[info.m_nBumpmap]->IsDefined() ) { params[info.m_nEnvmapMask]->SetUndefined(); } // If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); }
if ( !params[info.m_nForceBumpEnable]->IsDefined() ) { params[info.m_nForceBumpEnable]->SetIntValue( 0 ); }
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); bool bShouldUseBump = g_pConfig->UseBumpmapping() || !!params[info.m_nForceBumpEnable]->GetIntValue(); if( bShouldUseBump && params[info.m_nBumpmap]->IsDefined() && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0) ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); }
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() ) { params[info.m_nEnvmap]->SetUndefined(); }
if( ( info.m_nSelfShadowedBumpFlag != -1 ) && ( !params[info.m_nSelfShadowedBumpFlag]->IsDefined() ) ) { params[info.m_nSelfShadowedBumpFlag]->SetIntValue( 0 ); }
// srgb read 360
#if defined( CSTRIKE15 )
InitIntParam( info.m_nShaderSrgbRead360, params, 1 ); #else
InitIntParam( info.m_nShaderSrgbRead360, params, 0 ); #endif
InitFloatParam( info.m_nEnvMapLightScale, params, 0.0f ); }
void InitLightmapped_4WayBlend_DX9( CBaseVSShader *pShader, IMaterialVar** params, Lightmapped_4WayBlend_DX9_Vars_t &info ) { bool bShouldUseBump = g_pConfig->UseBumpmapping() || !!params[info.m_nForceBumpEnable]->GetIntValue();
if ( bShouldUseBump && params[info.m_nBumpmap]->IsDefined() ) { pShader->LoadBumpMap( info.m_nBumpmap, ANISOTROPIC_OVERRIDE ); }
if ( bShouldUseBump && params[info.m_nBumpmap2]->IsDefined() ) { pShader->LoadBumpMap( info.m_nBumpmap2, ANISOTROPIC_OVERRIDE ); }
if (params[info.m_nBaseTexture]->IsDefined()) { pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
if (!params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent()) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } }
if ( params[info.m_nBaseTexture2]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture2, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE ); }
if ( params[info.m_nBaseTexture3]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture3, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE ); }
if ( params[info.m_nBaseTexture4]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture4, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE ); }
if (params[info.m_nDetail]->IsDefined()) { int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
if ( nDetailBlendMode != DETAIL_BLEND_MODE_RGB_EQUALS_BASE_x_DETAILx2 && nDetailBlendMode != DETAIL_BLEND_MODE_MOD2X_SELECT_TWO_PATTERNS && nDetailBlendMode != DETAIL_BLEND_MODE_NONE ) { Msg( "Invalid DetailBlendMode in %s, %d not supported!", pShader->GetName(), nDetailBlendMode ); }
if ( nDetailBlendMode != DETAIL_BLEND_MODE_NONE ) { pShader->LoadTexture( info.m_nDetail, IsSRGBDetailTexture( nDetailBlendMode ) ? TEXTUREFLAGS_SRGB : 0 ); } }
pShader->LoadTexture( info.m_nFlashlightTexture, 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 ); } if ( g_pConfig->UseSpecular() ) { if ( params[info.m_nEnvmap]->IsDefined() ) { pShader->LoadCubeMap( info.m_nEnvmap, ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 ) | ANISOTROPIC_OVERRIDE );
if (params[info.m_nEnvmapMask]->IsDefined()) { pShader->LoadTexture( info.m_nEnvmapMask ); } } else { params[info.m_nEnvmapMask]->SetUndefined(); } } else { params[info.m_nEnvmap]->SetUndefined(); params[info.m_nEnvmapMask]->SetUndefined(); }
// We always need this because of the flashlight.
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); }
void DrawLightmapped_4WayBlend_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, Lightmapped_4WayBlend_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr ) { bool bSinglePassFlashlight = true; bool hasFlashlight = pShader->UsingFlashlight( params ); CLightmapped_4WayBlend_DX9_Context *pContextData = reinterpret_cast< CLightmapped_4WayBlend_DX9_Context *> ( *pContextDataPtr ); #if defined( CSTRIKE15 )
bool bShaderSrgbRead = IsX360() && r_shader_srgbread.GetBool(); #else
bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( info.m_nShaderSrgbRead360 ) && params[info.m_nShaderSrgbRead360]->GetIntValue() ); #endif
bool bHDR = g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE; int nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params );
if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged || ( hasFlashlight && !( IsX360() || IsPS3() ) ) ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask; BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360() || IsPS3()); //dest alpha is free for special use
bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested; bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow;
if ( ! pContextData ) // make sure allocated
{ pContextData = new CLightmapped_4WayBlend_DX9_Context; *pContextDataPtr = pContextData; }
bool shouldUseBump = g_pConfig->UseBumpmapping() || !!params[info.m_nForceBumpEnable]->GetIntValue(); bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && shouldUseBump; bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture(); bool hasDetailTexture = params[info.m_nDetail]->IsTexture() && g_pConfig->UseDetailTexturing() && ( nDetailBlendMode != DETAIL_BLEND_MODE_NONE ); bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
if ( hasFlashlight && !( IsX360() || IsPS3() ) ) { // !!speed!! do this in the caller so we don't build struct every time
CBaseVSShader::DrawFlashlight_dx90_Vars_t vars; vars.m_bBump = hasBump; vars.m_nBumpmapVar = info.m_nBumpmap; vars.m_nBumpmapFrame = info.m_nBumpFrame; vars.m_nBumpTransform = info.m_nBumpTransform; vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture; vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame; vars.m_bLightmappedGeneric = true; vars.m_bWorldVertexTransition = true; vars.m_nBaseTexture2Var = info.m_nBaseTexture2; vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame; vars.m_nBumpmapVar2 = info.m_nBumpmap2; vars.m_nBumpmapFrame2 = info.m_nBumpFrame2; vars.m_nBumpTransform2 = info.m_nBumpTransform2; vars.m_nAlphaTestReference = info.m_nAlphaTestReference; vars.m_bSSBump = hasSSBump; vars.m_nDetailVar = info.m_nDetail; vars.m_nDetailScale = info.m_nDetailScale; vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode; vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor; vars.m_nDetailTint = info.m_nDetailTint;
if ( ( info.m_nSeamlessMappingScale != -1 ) ) vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue(); else vars.m_fSeamlessScale = 0.0;
pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars ); return; }
pContextData->m_bFullyOpaque = bFullyOpaque; pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest;
bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); bool bEnvmapAnisotropy = hasBump && !hasSSBump && ( info.m_nEnvmapAnisotropy != -1 ) && ( params[info.m_nEnvmapAnisotropy]->GetIntValue() == 1 );
if ( pShaderShadow || bNeedRegenStaticCmds ) { bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); bEnvmapAnisotropy = bEnvmapAnisotropy && hasEnvmap; int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode
if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap
envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1; } else { envmap_variant = 0; }
if ( hasDetailTexture ) { ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( hasBump ) nDetailBlendMode = DETAIL_BLEND_MODE_SSBUMP_BUMP; else nDetailBlendMode = DETAIL_BLEND_MODE_SSBUMP_NOBUMP; } }
bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); if ( bNeedRegenStaticCmds ) { pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ); if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && IsPC() ) { staticCmdsBuf.SetVertexShaderNearAndFarZ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); // Needed for SSAO
}
if( !hasBaseTexture ) { if( hasEnvmap ) { // if we only have an envmap (no basetexture), then we want the albedo to be black.
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_BLACK ); } else { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_WHITE ); } } // mariod - are lightmaps ever srgb?
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, bHDR ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_LIGHTMAP );
if ( bSeamlessMapping ) { staticCmdsBuf.SetVertexShaderConstant4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); } staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); #ifndef _PS3
staticCmdsBuf.SetPixelShaderFogParams( 11 ); #endif
staticCmdsBuf.End(); // now, copy buf
pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); } if ( pShaderShadow ) {
// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
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() ); }
pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture );
unsigned int flags = VERTEX_POSITION;
if( hasEnvmap || ( ( IsX360() || IsPS3() ) && hasFlashlight ) ) { flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; }
if ( hasDetailTexture ) { ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( hasBump ) nDetailBlendMode = DETAIL_BLEND_MODE_SSBUMP_BUMP; else nDetailBlendMode = DETAIL_BLEND_MODE_SSBUMP_NOBUMP; }
pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, IsSRGBDetailTexture( nDetailBlendMode ) ); }
if( hasFlashlight && ( IsX360() || IsPS3() ) ) { //pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 );
}
if( hasVertexColor || hasBump2 ) { flags |= VERTEX_COLOR; } flags |= VERTEX_SPECULAR;
// texcoord0 : base texcoord
// texcoord1 : lightmap texcoord
// texcoord2 : lightmap texcoord offset
int numTexCoords; // if ( ShaderApiFast( pShaderAPI )->InEditorMode() )
// if ( pShader->CanUseEditorMaterials() )
// {
// numTexCoords = 1;
// }
// else
{ numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } }
int nTexture3BlendMode = GetIntParam( info.m_nTexture3BlendMode, params ); int nTexture4BlendMode = GetIntParam( info.m_nTexture4BlendMode, params ); int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
// Pre-cache pixel shaders
bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
int bumpmap_variant=(hasSSBump) ? 2 : hasBump;
bool bCSMBlending = g_pHardwareConfig->GetCSMAccurateBlending();
#if !defined( _X360 ) && !defined( _PS3 )
if ( !g_pHardwareConfig->SupportsPixelShaders_3_0() ) #endif
{ DECLARE_STATIC_VERTEX_SHADER( lightmapped_4wayblend_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); #if defined( _X360 ) || defined( _PS3 )
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight); #endif
SET_STATIC_VERTEX_SHADER( lightmapped_4wayblend_vs20 );
DECLARE_STATIC_PIXEL_SHADER( lightmapped_4wayblend_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( TEXTURE3_BLENDMODE, nTexture3BlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( TEXTURE4_BLENDMODE, nTexture4BlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); 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( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPANISOTROPY, bEnvmapAnisotropy );
#if defined( _X360 ) || defined( _PS3 )
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight); #endif
SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER_COMBO( CSM_BLENDING, bCSMBlending ); SET_STATIC_PIXEL_SHADER( lightmapped_4wayblend_ps20b ); } #if !defined( _X360 ) && !defined( _PS3 )
else // Shader model 3.0, PC only
{ int nCSMQualityComboValue = g_pHardwareConfig->GetCSMShaderMode( materials->GetCurrentConfigForVideoCard().GetCSMQualityMode() ); DECLARE_STATIC_VERTEX_SHADER( lightmapped_4wayblend_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER( lightmapped_4wayblend_vs30 );
DECLARE_STATIC_PIXEL_SHADER( lightmapped_4wayblend_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( TEXTURE3_BLENDMODE, nTexture3BlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( TEXTURE4_BLENDMODE, nTexture4BlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); 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( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPANISOTROPY, bEnvmapAnisotropy ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER_COMBO( CSM_MODE, ( g_pHardwareConfig->SupportsCascadedShadowMapping() && !ToolsEnabled() ) ? nCSMQualityComboValue : 0 ); SET_STATIC_PIXEL_SHADER_COMBO( CSM_BLENDING, bCSMBlending ); SET_STATIC_PIXEL_SHADER( lightmapped_4wayblend_ps30 ); } #endif
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff and writing depth to dest alpha
// But only do it if we're not using the alpha already for translucency
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
pShaderShadow->EnableSRGBWrite( true );
pShader->DefaultFog();
// NOTE: This isn't optimal. If $color2 is ever changed by a material
// proxy, this code won't get re-run, but too bad. No time to make this work
// Also note that if the lightmap scale factor changes
// all shadow state blocks will be re-run, so that's ok
float flLScale = pShaderShadow->GetLightMapScaleFactor(); pShader->PI_BeginCommandBuffer();
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) { pShader->PI_SetModulationPixelShaderDynamicState( 21 ); }
// MAINTOL4DMERGEFIXME
// Need to reflect this change which is from this rel changelist since this constant set was moved from the dynamic block to here:
// Change 578692 by Alex@alexv_rel on 2008/06/04 18:07:31
//
// Fix for portalareawindows in ep2 being rendered black. The color variable was being multipurposed for both the vs and ps differently where the ps doesn't care about alpha, but the vs does. Only applying the alpha2 DoD hack to the pixel shader constant where the alpha was never used in the first place and leaving alpha as is for the vs.
// color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f;
// pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color );
pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( 12, flLScale ); pShader->PI_SetModulationVertexShaderDynamicState_LinearScale( flLScale ); pShader->PI_EndCommandBuffer(); } // end shadow state
} // end shadow || regen display list
if ( pShaderAPI && ( pContextData->m_bMaterialVarsChanged ) ) { // need to regenerate the semistatic cmds
pContextData->m_SemiStaticCmdsOut.Reset(); #ifdef _PS3
pContextData->m_flashlightECB.Reset(); #endif
pContextData->m_bMaterialVarsChanged = false; // 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[info.m_nBaseTextureTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform2]->MatrixIsIdentity() && params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); pContextData->m_bVertexShaderFastPath = !bHasTextureTransform;
if( params[info.m_nDetail]->IsTexture() ) { pContextData->m_bVertexShaderFastPath = false; } int nTransformToLoad = -1; if( ( hasBump || hasSSBump ) && hasDetailTexture && !hasSelfIllum ) { nTransformToLoad = info.m_nBumpTransform; } pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, nTransformToLoad );
if ( ! pContextData->m_bVertexShaderFastPath ) { bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); if (!bSeamlessMapping ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); // If we have a detail texture, then the bump texcoords are the same as the base texcoords.
if( hasBump && !hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } else if ( hasBump2 ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 ); } } pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); float bumpblendfactors[ 3 ]; bumpblendfactors[ 0 ] = clamp( GetFloatParam( info.m_nTexture2BumpBlendFactor, params, 1.0f ), 0.0f, 1.0f ); bumpblendfactors[ 1 ] = clamp( GetFloatParam( info.m_nTexture3BumpBlendFactor, params, 1.0f ), 0.0f, 1.0f ); bumpblendfactors[ 2 ] = clamp( GetFloatParam( info.m_nTexture4BumpBlendFactor, params, 1.0f ), 0.0f, 1.0f ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 1, bumpblendfactors );
float ranges[ 4 ]; ranges[ 0 ] = clamp( GetFloatParam( info.m_nTexture1LumStart, params, 0.0f ), 0.0f, 1.0f ); ranges[ 1 ] = clamp( GetFloatParam( info.m_nTexture1LumEnd, params, 1.0f ), 0.0f, 1.0f ); ranges[ 2 ] = clamp( GetFloatParam( info.m_nTexture2LumStart, params, 0.0f ), 0.0f, 1.0f ); ranges[ 3 ] = clamp( GetFloatParam( info.m_nTexture2LumEnd, params, 1.0f ), 0.0f, 1.0f ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 5, ranges );
ranges[ 0 ] = clamp( GetFloatParam( info.m_nTexture3LumStart, params, 0.0f ), 0.0f, 1.0f ); ranges[ 1 ] = clamp( GetFloatParam( info.m_nTexture3LumEnd, params, 1.0f ), 0.0f, 1.0f ); ranges[ 2 ] = clamp( GetFloatParam( info.m_nTexture4LumStart, params, 0.0f ), 0.0f, 1.0f ); ranges[ 3 ] = clamp( GetFloatParam( info.m_nTexture4LumEnd, params, 1.0f ), 0.0f, 1.0f ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 28, ranges );
if ( hasDetailTexture ) { float detailTint[4] = {1, 1, 1, 1}; if ( info.m_nDetailTint != -1 ) { params[ info.m_nDetailTint ]->GetVecValue( detailTint, 3 ); } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTint );
float fDetailBlendFactors[ 4 ]; fDetailBlendFactors[ 0 ] = clamp( GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ), 0.0f, 1.0f ); fDetailBlendFactors[ 1 ] = clamp( GetFloatParam( info.m_nDetailTextureBlendFactor2, params, 1.0 ), 0.0f, 1.0f ); fDetailBlendFactors[ 2 ] = clamp( GetFloatParam( info.m_nDetailTextureBlendFactor3, params, 1.0 ), 0.0f, 1.0f ); fDetailBlendFactors[ 3 ] = clamp( GetFloatParam( info.m_nDetailTextureBlendFactor4, params, 1.0 ), 0.0f, 1.0f ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 9, fDetailBlendFactors ); }
ranges[ 0 ] = clamp( GetFloatParam( info.m_nTexture2BlendStart, params, 0.0f ), 0.0f, 1.0f ); ranges[ 1 ] = clamp( GetFloatParam( info.m_nTexture2BlendEnd, params, 1.0f ), 0.0f, 1.0f ); ranges[ 2 ] = clamp( GetFloatParam( info.m_nTexture3BlendStart, params, 0.0f ), 0.0f, 1.0f ); ranges[ 3 ] = clamp( GetFloatParam( info.m_nTexture3BlendEnd, params, 1.0f ), 0.0f, 1.0f ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 15, ranges );
float uvScales[ 4 ] = { 1.0f, 1.0f, 1.0f, 1.0f }; if ( info.m_nTexture2uvScale != -1 ) { params[ info.m_nTexture2uvScale ]->GetVecValue( &uvScales[ 0 ], 2 ); } if ( info.m_nTexture3uvScale != -1 ) { params[ info.m_nTexture3uvScale ]->GetVecValue( &uvScales[ 2 ], 2 ); } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 16, uvScales );
uvScales[ 0 ] = clamp( GetFloatParam( info.m_nTexture4BlendStart, params, 0.0f ), 0.0f, 1.0f ); uvScales[ 1 ] = clamp( GetFloatParam( info.m_nTexture4BlendEnd, params, 1.0f ), 0.0f, 1.0f ); if ( info.m_nTexture4uvScale != -1 ) { params[ info.m_nTexture4uvScale ]->GetVecValue( &uvScales[ 2 ], 2 ); } else { uvScales[ 2 ] = 1.0f; uvScales[ 3 ] = 1.0f; } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 17, uvScales );
float lumblends[ 3 ]; lumblends[ 0 ] = clamp( GetFloatParam( info.m_nLumBlendFactor2, params, 1.0f ), 0.0f, 1.0f ); lumblends[ 1 ] = clamp( GetFloatParam( info.m_nLumBlendFactor3, params, 1.0f ), 0.0f, 1.0f ); lumblends[ 2 ] = clamp( GetFloatParam( info.m_nLumBlendFactor4, params, 1.0f ), 0.0f, 1.0f ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 18, lumblends );
float envmapTintVal[4]; float selfIllumTintVal[4]; params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); bEnvmapAnisotropy = bEnvmapAnisotropy && hasEnvmap; int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode
if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap
envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1; } else { envmap_variant = 0; }
pContextData->m_bPixelShaderFastPath = true; bool bUsingContrastOrSaturation = hasEnvmap && ( ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) || (envmapSaturation != 1.0f) ); bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); if ( bUsingContrastOrSaturation || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) { pContextData->m_bPixelShaderFastPath = false; } if( !pContextData->m_bPixelShaderFastPath ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); // [ 0, 0, 1-R(0), R(0) ]
pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); }
// cubemap light scale mapping parms (c20)
if ( ( envmap_variant == 2 ) || bEnvmapAnisotropy ) { float envMapParams[4] = { 0, 0, 0, 0 }; if ( bEnvmapAnisotropy ) { envMapParams[0] = GetFloatParam( info.m_nEnvmapAnisotropyScale, params ); } if ( envmap_variant == 2 ) { envMapParams[1] = GetFloatParam( info.m_nEnvMapLightScale, params ); float lightScaleMinMax[2] = { 0.0, 0.0 }; params[info.m_nEnvMapLightScaleMinMax]->GetVecValue( lightScaleMinMax, 2 ); envMapParams[2] = lightScaleMinMax[0]; envMapParams[3] = lightScaleMinMax[1] + lightScaleMinMax[0]; } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 20, envMapParams ); }
// texture binds
if( hasBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), info.m_nBaseTexture, info.m_nBaseTextureFrame ); }
// always set the transform for detail textures since I'm assuming that you'll
// always have a detailscale.
if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); }
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, SRGBReadMask( !bShaderSrgbRead ), info.m_nBaseTexture2, info.m_nBaseTexture2Frame ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, SRGBReadMask( !bShaderSrgbRead ), info.m_nBaseTexture3, info.m_nBaseTexture3Frame ); pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, SRGBReadMask( !bShaderSrgbRead ), info.m_nBaseTexture4, info.m_nBaseTexture4Frame );
if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, SRGBReadMask( IsSRGBDetailTexture( nDetailBlendMode ) && !bShaderSrgbRead ), info.m_nDetail, info.m_nDetailFrame ); }
if( hasBump ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame ); } else { if( hasSSBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, TEXTURE_SSBUMP_FLAT ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT ); } } } if( hasBump2 ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap2, info.m_nBumpFrame2 ); } else { if( hasSSBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_SSBUMP_FLAT ); } } }
if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); }
// handle mat_fullbright 2
bool bLightingOnly = g_pConfig->nFullbright == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); if( bLightingOnly ) { // BASE TEXTURE
if( hasSelfIllum ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY_ALPHA_ZERO ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY ); }
// BASE TEXTURE 2
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY ); pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY ); pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER11, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY );
// DETAIL TEXTURE
if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_BINDFLAGS_NONE, TEXTURE_GREY ); }
// disable color modulation
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
// turn off environment mapping
envmapTintVal[0] = 0.0f; envmapTintVal[1] = 0.0f; envmapTintVal[2] = 0.0f; }
if ( hasFlashlight && ( IsX360() || IsPS3() ) ) { #ifdef _PS3
{ pContextData->m_flashlightECB.SetVertexShaderFlashlightState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); } #endif
if( IsX360()) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderFlashlightState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); }
CBCmdSetPixelShaderFlashlightState_t state; state.m_LightSampler = SHADER_SAMPLER13; state.m_DepthSampler = SHADER_SAMPLER14; state.m_ShadowNoiseSampler = SHADER_SAMPLER15; state.m_nColorConstant = 28; state.m_nAttenConstant = 13; state.m_nOriginConstant = 14; state.m_nDepthTweakConstant = 19; state.m_nScreenScaleConstant = 31; state.m_nWorldToTextureConstant = -1; state.m_bFlashlightNoLambert = false; state.m_bSinglePassFlashlight = bSinglePassFlashlight;
#ifdef _PS3
{ pContextData->m_flashlightECB.SetPixelShaderFlashlightState( state ); pContextData->m_flashlightECB.End(); } #else
{ pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state ); } #endif
}
pContextData->m_SemiStaticCmdsOut.End(); } } DYNAMIC_STATE {
#ifdef _PS3
CCommandBufferBuilder< CDynamicCommandStorageBuffer > DynamicCmdsOut; ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_pStaticCmds ); ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_SemiStaticCmdsOut.Base() ); if (hasFlashlight) ShaderApiFast( pShaderAPI )->ExecuteCommandBufferPPU( pContextData->m_flashlightECB.Base() ); #else
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); #endif
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
if( hasEnvmap ) { DynamicCmdsOut.BindEnvCubemapTexture( pShader, SHADER_SAMPLER2, bHDR ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, info.m_nEnvmap, info.m_nEnvmapFrame ); }
bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath;
int nFixedLightingMode = ShaderApiFast( pShaderAPI )->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); if( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { bVertexShaderFastPath = false; }
bool bWorldNormal = ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ); if ( bWorldNormal && IsPC() ) { 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; DynamicCmdsOut.SetVertexShaderConstant4( 12, vEyeDir[0], vEyeDir[1], vEyeDir[2], 1.0f ); }
MaterialFogMode_t fogType = ShaderApiFast( pShaderAPI )->GetSceneFogMode();
#if !defined( _X360 ) && !defined( _PS3 )
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) { DECLARE_DYNAMIC_VERTEX_SHADER( lightmapped_4wayblend_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmapped_4wayblend_vs30 ); } else #endif
{ DECLARE_DYNAMIC_VERTEX_SHADER( lightmapped_4wayblend_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmapped_4wayblend_vs20 ); }
// This block of logic is up here and is so verbose because the compiler on the Mac was previously
// optimizing much of this away and allowing out of range values into the logic which ultimately
// computes the dynamic index. Please leave this here and don't try to weave it into the dynamic
// combo setting macros below.
bool bPixelShaderFastPath = false; if ( pContextData->m_bPixelShaderFastPath ) bPixelShaderFastPath = true; bool bFastPath = false; if ( bPixelShaderFastPath ) bFastPath = true; if ( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { bPixelShaderFastPath = false; } bool bWriteDepthToAlpha = false; bool bWriteWaterFogToAlpha; if( pContextData->m_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; }
bool bFlashlightShadows = false; bool bUberlight = false; if( hasFlashlight && ( IsX360() || IsPS3() ) ) { ShaderApiFast( pShaderAPI )->GetFlashlightShaderInfo( &bFlashlightShadows, &bUberlight ); } else { // only do ambient light when not using flashlight
float vAmbientColor[4] = { mat_ambient_light_r.GetFloat(), mat_ambient_light_g.GetFloat(), mat_ambient_light_b.GetFloat(), 0.0f }; if ( g_pConfig->nFullbright == 1 ) { vAmbientColor[0] = vAmbientColor[1] = vAmbientColor[2] = 0.0f; } DynamicCmdsOut.SetPixelShaderConstant( 31, vAmbientColor, 1 ); }
/* Time - used for debugging
float vTimeConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; float flTime = pShaderAPI->CurrentTime(); vTimeConst[0] = flTime; DynamicCmdsOut.SetPixelShaderConstant( 27, vTimeConst, 1 ); //*/
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); #if !defined( _X360 ) && !defined( _PS3 )
if ( g_pHardwareConfig->SupportsPixelShaders_3_0() ) { BOOL bCSMEnabled = pShaderAPI->IsCascadedShadowMapping() && !ToolsEnabled(); if ( bCSMEnabled ) { ITexture *pDepthTextureAtlas = NULL; const CascadedShadowMappingState_t &cascadeState = pShaderAPI->GetCascadedShadowMappingState( &pDepthTextureAtlas, true );
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, TEXTURE_BINDFLAGS_SHADOWDEPTH, pDepthTextureAtlas, 0 ); DynamicCmdsOut.SetPixelShaderConstant( 64, &cascadeState.m_vLightColor.x, CASCADED_SHADOW_MAPPING_CONSTANT_BUFFER_SIZE ); } pShaderAPI->SetBooleanPixelShaderConstant( 0, &bCSMEnabled, 1 );
DECLARE_DYNAMIC_PIXEL_SHADER( lightmapped_4wayblend_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bFastPath ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
// 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( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmapped_4wayblend_ps30 ); } else #endif
{ if ( IsGameConsole() && pShaderAPI->IsCascadedShadowMapping() ) { ITexture *pDepthTextureAtlas = NULL; const CascadedShadowMappingState_t &cascadeState = pShaderAPI->GetCascadedShadowMappingState( &pDepthTextureAtlas, true );
if ( pDepthTextureAtlas ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, TEXTURE_BINDFLAGS_SHADOWDEPTH, pDepthTextureAtlas, 0 ); DynamicCmdsOut.SetPixelShaderConstant( 64, &cascadeState.m_vLightColor.x, CASCADED_SHADOW_MAPPING_CONSTANT_BUFFER_SIZE ); DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_13, &cascadeState.m_vLightDir.x, 1 ); } }
DECLARE_DYNAMIC_PIXEL_SHADER( lightmapped_4wayblend_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bFastPath ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
// 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( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmapped_4wayblend_ps20b ); }
DynamicCmdsOut.End(); #ifdef _PS3
ShaderApiFast( pShaderAPI )->SetPixelShaderFogParams( 11 ); #endif
ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw();
if( IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest ) { //Alpha testing makes it so we can't write to dest alpha
//Writing to depth makes it so later polygons can't write to dest alpha either
//This leads to situations with garbage in dest alpha.
//Fix it now by converting depth to dest alpha for any pixels that just wrote.
pShader->DrawEqualDepthToDestAlpha(); } }
void DrawLightmapped_4WayBlend_DX9_FastPath( int *dynVSIdx, int *dynPSIdx, CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, Lightmapped_4WayBlend_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled ) { CLightmapped_4WayBlend_DX9_Context *pContextData = reinterpret_cast< CLightmapped_4WayBlend_DX9_Context *> ( *pContextDataPtr );
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
if( hasEnvmap ) { DynamicCmdsOut.BindEnvCubemapTexture( pShader, SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nEnvmap, info.m_nEnvmapFrame ); }
DynamicCmdsOut.End(); ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath; DECLARE_DYNAMIC_VERTEX_SHADER( lightmapped_4wayblend_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER( lightmapped_4wayblend_vs30 );
float vAmbientColor[4] = { mat_ambient_light_r.GetFloat(), mat_ambient_light_g.GetFloat(), mat_ambient_light_b.GetFloat(), 0.0f }; if ( g_pConfig->nFullbright == 1 ) { vAmbientColor[0] = vAmbientColor[1] = vAmbientColor[2] = 0.0f; } pShaderAPI->SetPixelShaderConstant( 31, vAmbientColor, 1 );
pShaderAPI->SetBooleanPixelShaderConstant( 0, (BOOL*)&bCSMEnabled, 1 ); if ( bCSMEnabled ) { ITexture *pDepthTextureAtlas = NULL; const CascadedShadowMappingState_t &cascadeState = pShaderAPI->GetCascadedShadowMappingState( &pDepthTextureAtlas, true ); pShader->BindTexture( SHADER_SAMPLER15, TEXTURE_BINDFLAGS_SHADOWDEPTH, pDepthTextureAtlas, 0 ); pShaderAPI->SetPixelShaderConstant( 64, &cascadeState.m_vLightColor.x, CASCADED_SHADOW_MAPPING_CONSTANT_BUFFER_SIZE ); }
bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath; float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
DECLARE_DYNAMIC_PIXEL_SHADER( lightmapped_4wayblend_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
MaterialFogMode_t fogType = ShaderApiFast( pShaderAPI )->GetSceneFogMode();
// Don't write fog to alpha if we're using translucency
bool bWriteDepthToAlpha = false; bool bWriteWaterFogToAlpha; if( pContextData->m_bFullyOpaque ) { bWriteDepthToAlpha = ShaderApiFast( pShaderAPI )->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha
bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; }
bool bFlashlightShadows = false; SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmapped_4wayblend_ps30 );
*dynVSIdx = _vshIndex.GetIndex(); *dynPSIdx = _pshIndex.GetIndex(); }
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