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604 lines
22 KiB
604 lines
22 KiB
//===== Copyright � 1996-2007, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "convar.h"
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#if !defined( _X360 ) && !defined( _PS3 )
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#include "lightmappedgeneric_vs30.inc"
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#include "worldtwotextureblend_ps30.inc"
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#endif
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#include "lightmappedgeneric_vs20.inc"
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#include "worldtwotextureblend_ps20.inc"
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#include "worldtwotextureblend_ps20b.inc"
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#include "shaderapifast.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#if defined( CSTRIKE15 ) && defined( _X360 )
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static ConVar r_shader_srgbread( "r_shader_srgbread", "1", 0, "1 = use shader srgb texture reads, 0 = use HW" );
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#else
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static ConVar r_shader_srgbread( "r_shader_srgbread", "0", 0, "1 = use shader srgb texture reads, 0 = use HW" );
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#endif
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// FIXME: Need to make a dx9 version so that "CENTROID" works.
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BEGIN_VS_SHADER( WorldTwoTextureBlend,
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"Help for WorldTwoTextureBlend" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "albedo (Base texture with no baked lighting)" )
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
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SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
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"If this is 1, then when detail alpha=0, no base texture is blended and when "
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"detail alpha=1, you get detail*base*lightmap" )
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
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SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" )
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SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
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SHADER_PARAM( SHADERSRGBREAD360, SHADER_PARAM_TYPE_BOOL, "0", "Simulate srgb read in shader code")
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END_SHADER_PARAMS
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT_PARAMS()
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{
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if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
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{
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params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
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}
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params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
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// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
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if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && params[ALBEDO]->IsDefined() &&
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params[BASETEXTURE]->IsDefined() &&
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!( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) )
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{
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params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() );
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}
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if( !params[NODIFFUSEBUMPLIGHTING]->IsDefined() )
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{
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params[NODIFFUSEBUMPLIGHTING]->SetIntValue( 0 );
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}
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if( !params[SELFILLUMTINT]->IsDefined() )
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{
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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if( !params[DETAILSCALE]->IsDefined() )
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{
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params[DETAILSCALE]->SetFloatValue( 4.0f );
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}
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if( !params[BUMPFRAME]->IsDefined() )
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{
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params[BUMPFRAME]->SetIntValue( 0 );
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}
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if( !params[DETAILFRAME]->IsDefined() )
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{
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params[DETAILFRAME]->SetIntValue( 0 );
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}
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// No texture means no self-illum or env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) )
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
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}
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// srgb read 360
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InitIntParam( SHADERSRGBREAD360, params, 0 );
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}
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SHADER_INIT
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{
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if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
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{
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LoadBumpMap( BUMPMAP );
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}
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB );
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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if (params[DETAIL]->IsDefined())
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{
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LoadTexture( DETAIL );
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}
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LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB );
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// Don't alpha test if the alpha channel is used for other purposes
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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{
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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}
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// We always need this because of the flashlight.
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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}
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void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, bool hasFlashlight, VertexCompressionType_t vertexCompression )
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{
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bool bSinglePassFlashlight = false;
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bool hasBump = params[BUMPMAP]->IsTexture();
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bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
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bool hasDetailTexture = /*!hasBump && */params[DETAIL]->IsTexture();
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bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0;
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bool bHasDetailAlpha = params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() != 0;
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use
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bool bSeamlessMapping = params[SEAMLESS_SCALE]->GetFloatValue() != 0.0;
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#if defined( CSTRIKE15 )
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bool bShaderSrgbRead = ( IsX360() && r_shader_srgbread.GetBool() );
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#else
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bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( SHADERSRGBREAD360 ) && params[SHADERSRGBREAD360]->GetIntValue() );
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#endif
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SHADOW_STATE
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{
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ShadowFilterMode_t nShadowFilterMode = SHADOWFILTERMODE_DEFAULT;
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// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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if( hasFlashlight )
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{
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode( false /* bForceLowQuality */, g_pHardwareConfig->HasFastVertexTextures() && !IsPlatformX360() && !IsPlatformPS3() /* bPS30 */ ); // Based upon vendor and device dependent formats
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}
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SetAdditiveBlendingShadowState( BASETEXTURE, true );
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pShaderShadow->EnableDepthWrites( false );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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}
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else
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{
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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}
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unsigned int flags = VERTEX_POSITION;
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if( hasBaseTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead );
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}
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// if( hasLightmap )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE );
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}
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if( hasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
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//pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
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}
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if( hasDetailTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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}
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if( hasBump )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
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}
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if( hasVertexColor )
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{
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flags |= VERTEX_COLOR;
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}
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// Normalizing cube map
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
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// texcoord0 : base texcoord
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// texcoord1 : lightmap texcoord
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// texcoord2 : lightmap texcoord offset
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int numTexCoords = 2;
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if( hasBump )
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{
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numTexCoords = 3;
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}
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
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// Pre-cache pixel shaders
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bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
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pShaderShadow->EnableSRGBWrite( true );
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int nLightingPreviewMode = 0;
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#if 0
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int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );
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#endif
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#if !defined( _X360 ) && !defined( _PS3 )
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if ( g_pHardwareConfig->HasFastVertexTextures() )
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{
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DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false );
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SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, hasFlashlight );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
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SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
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SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum );
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SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, false );
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SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( PAINT, 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( ADDBUMPMAPS, 0 );
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SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
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}
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else
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#endif
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{
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DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false );
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SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, hasFlashlight );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
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SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
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SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum );
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SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, false );
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SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( PAINT, 0 );
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SET_STATIC_VERTEX_SHADER_COMBO( ADDBUMPMAPS, 0 );
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#if defined( _X360 ) || defined( _PS3 )
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SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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#endif
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SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
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}
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#if !defined( _X360 ) && !defined( _PS3 )
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if ( g_pHardwareConfig->HasFastVertexTextures() )
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{
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DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor );
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
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SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
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SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
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}
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else
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#endif
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
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{
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DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
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SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor );
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
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SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
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SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
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SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
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}
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else
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{
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DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump );
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor );
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
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SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha );
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
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SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
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SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
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}
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// HACK HACK HACK - enable alpha writes all the time so that we have them for
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// underwater stuff.
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// But only do it if we're not using the alpha already for translucency
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pShaderShadow->EnableAlphaWrites( bFullyOpaque );
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if( hasFlashlight )
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{
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FogToBlack();
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}
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else
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{
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DefaultFog();
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}
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PI_BeginCommandBuffer();
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PI_SetModulationVertexShaderDynamicState( );
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PI_EndCommandBuffer();
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}
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DYNAMIC_STATE
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{
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if( hasBaseTexture )
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{
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BindTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), BASETEXTURE, FRAME );
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}
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else
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{
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ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_WHITE );
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}
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// if( hasLightmap )
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{
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ShaderApiFast( pShaderAPI )->BindStandardTexture( SHADER_SAMPLER1, ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, TEXTURE_LIGHTMAP );
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}
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bool bFlashlightShadows = false;
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bool bUberlight = false;
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if( hasFlashlight )
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{
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VMatrix worldToTexture;
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ITexture *pFlashlightDepthTexture;
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FlashlightState_t state = ShaderApiFast( pShaderAPI )->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
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bFlashlightShadows = state.m_bEnableShadows;
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bUberlight = state.m_bUberlight;
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SetFlashLightColorFromState( state, pShaderAPI, bSinglePassFlashlight );
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BindTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
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if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() )
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{
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BindTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_SHADOWDEPTH, pFlashlightDepthTexture );
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}
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}
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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
|