Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2008, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "BaseVSShader.h"
#include "phong_dx9_helper.h"
#include "convar.h"
#include "cpp_shader_constant_register_map.h"
#include "phong_vs20.inc"
#include "phong_ps20b.inc"
#include "shaderlib/commandbuilder.h"
#include "tier0/vprof.h"
#if !defined( _X360 ) && !defined( _PS3 )
#include "phong_vs30.inc"
#include "phong_ps30.inc"
#endif
#include "shaderapifast.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_displacementmap( "mat_displacementmap", "1", FCVAR_CHEAT );
static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
static ConVar r_rimlight( "r_rimlight", "1", FCVAR_CHEAT );
static ConVar cl_teamid_min( "cl_teamid_min", "200" );
static ConVar cl_teamid_max( "cl_teamid_max", "1000" );
#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 r_csm_viewmodelquality( "r_csm_viewmodelquality", "1" );
// Textures may be bound to the following samplers:
// SHADER_SAMPLER0 Base (Albedo) / Gloss in alpha
// SHADER_SAMPLER1 Specular warp (including iridescence)
// SHADER_SAMPLER2 Diffuse Lighting warp texture
// SHADER_SAMPLER3 Normal Map
// SHADER_SAMPLER4 Flashlight Shadow Depth Map
// SHADER_SAMPLER5 Normalization cube map
// SHADER_SAMPLER6 Flashlight Cookie
// SHADER_SAMPLER7 Specular exponent
// SHADER_SAMPLER8 Cubic environment map
// SHADER_SAMPLER9 Compressed wrinklemap
// SHADER_SAMPLER10 Stretched wrinklemap
// SHADER_SAMPLER11 Compressed wrinkle normal map
// SHADER_SAMPLER12 Stretched wrinkle normal map
// SHADER_SAMPLER13 Detail texture
// SHADER_SAMPLER14 Separate self illumination mask
// SHADER_SAMPLER15 Screen space ambient occlusion texture (on PC only)
//-----------------------------------------------------------------------------
// Initialize shader parameters
//-----------------------------------------------------------------------------
void InitParamsPhong_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitGeneric_DX9_Vars_t &info )
{
// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
Assert( info.m_nFlashlightTexture >= 0 );
params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
// Write over $basetexture with $info.m_nBumpmap if we are going to be using diffuse normal mapping.
if( info.m_nAlbedo != -1 && g_pConfig->UseBumpmapping() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
params[info.m_nBaseTexture]->IsDefined() )
{
params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
}
// This shader can be used with hw skinning
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
// No texture means no env mask in base alpha
if ( !params[info.m_nBaseTexture]->IsDefined() )
{
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 );
}
// We always specify we're using user data, therefore we always need tangent spaces
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
bool bBump = (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined();
bool bEnvMap = (info.m_nEnvmap != -1) && params[info.m_nEnvmap]->IsDefined();
bool bDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined();
bool bPhong = (info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined();
if( !bBump && !bEnvMap && !bDiffuseWarp && !bPhong )
{
CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
}
if ( ( info.m_nSelfIllumFresnelMinMaxExp != -1 ) && ( !params[info.m_nSelfIllumFresnelMinMaxExp]->IsDefined() ) )
{
params[info.m_nSelfIllumFresnelMinMaxExp]->SetVecValue( 0.0f, 1.0f, 1.0f );
}
InitFloatParam( info.m_nEnvmapFresnel, params, 0.0f );
InitFloatParam( info.m_nAmbientOcclusion, params, 0.0f );
InitFloatParam( info.m_nDisplacementWrinkleMap, params, 0.0f );
InitIntParam( info.m_nSelfIllumFresnel, params, 0 );
InitIntParam( info.m_nBaseMapAlphaPhongMask, params, 0 );
InitIntParam( info.m_nBaseMapLuminancePhongMask, params, 0 );
#if defined ( CSTRIKE15 )
InitIntParam( info.m_nShaderSrgbRead360, params, 1 );
#else
InitIntParam( info.m_nShaderSrgbRead360, params, 0 );
#endif
InitIntParam( info.m_nAllowDiffuseModulation, params, 1 );
InitIntParam( info.m_nPhongDisableHalfLambert, params, 0 );
InitIntParam( info.m_nSelfIllumFresnelEnabledThisFrame, params, 0 );
}
//-----------------------------------------------------------------------------
// Initialize shader
//-----------------------------------------------------------------------------
void InitPhong_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitGeneric_DX9_Vars_t &info )
{
Assert( info.m_nFlashlightTexture >= 0 );
pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
static ConVarRef r_staticlight_mode( "r_staticlight_mode" );
bool bIsBaseTextureTranslucent = false;
if ( params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
{
bIsBaseTextureTranslucent = true;
}
if ( ( info.m_nWrinkle != -1 ) && ( info.m_nStretch != -1 ) &&
params[info.m_nWrinkle]->IsDefined() && params[info.m_nStretch]->IsDefined() )
{
pShader->LoadTexture( info.m_nWrinkle, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
pShader->LoadTexture( info.m_nStretch, TEXTUREFLAGS_SRGB | ANISOTROPIC_OVERRIDE );
}
}
bool bHasSelfIllumMask = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && IS_FLAG2_SET( MATERIAL_VAR2_SELFILLUMMASK );
// No alpha channel in any of the textures? No self illum or envmapmask
if ( !bIsBaseTextureTranslucent )
{
bool bHasSelfIllumFresnel = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
// Can still be self illum with no base alpha if using one of these alternate modes
if ( !bHasSelfIllumFresnel && !bHasSelfIllumMask )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
}
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
if ( (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsDefined() &&
(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() )
{
pShader->LoadTexture( info.m_nPhongExponentTexture );
}
if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() &&
(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() )
{
pShader->LoadTexture( info.m_nDiffuseWarpTexture );
}
if ( (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsDefined() &&
(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() )
{
pShader->LoadTexture( info.m_nPhongWarpTexture );
}
if ( info.m_nDetail != -1 && params[info.m_nDetail]->IsDefined() )
{
int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
pShader->LoadTexture( info.m_nDetail, IsSRGBDetailTexture( nDetailBlendMode ) ? TEXTUREFLAGS_SRGB : 0 ); // SRGB if non-Mod2X
}
if ( g_pConfig->UseBumpmapping() )
{
if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap, ANISOTROPIC_OVERRIDE );
SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
if ( ( info.m_nNormalWrinkle != -1 ) && ( info.m_nNormalStretch != -1 ) &&
params[info.m_nNormalWrinkle]->IsDefined() && params[info.m_nNormalStretch]->IsDefined() )
{
pShader->LoadTexture( info.m_nNormalWrinkle, ANISOTROPIC_OVERRIDE );
pShader->LoadTexture( info.m_nNormalStretch, ANISOTROPIC_OVERRIDE );
}
}
}
if ( params[info.m_nEnvmap]->IsDefined() )
{
pShader->LoadCubeMap( info.m_nEnvmap, ( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 ) | ANISOTROPIC_OVERRIDE );
}
if ( bHasSelfIllumMask )
{
pShader->LoadTexture( info.m_nSelfIllumMask );
}
if ( params[info.m_nDisplacementMap]->IsDefined() )
{
pShader->LoadTexture( info.m_nDisplacementMap );
}
if ( (info.m_nDecalTexture != -1) && params[info.m_nDecalTexture]->IsDefined() )
{
int nDecalBlendMode = (info.m_nDecalTextureCombineMode == -1) ? 0 : params[info.m_nDecalTextureCombineMode]->GetIntValue();
pShader->LoadTexture( info.m_nDecalTexture, IsSRGBDecalTexture( nDecalBlendMode ) ? TEXTUREFLAGS_SRGB : 0 ); // SRGB if non-Mod2X
}
if ( (info.m_nTintMaskTexture != -1) && params[info.m_nTintMaskTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nTintMaskTexture, TEXTUREFLAGS_SRGB );
}
}
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
class CPhong_DX9_Context : public CBasePerMaterialContextData
{
public:
CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
#ifdef _PS3
CCommandBufferBuilder< CFixedCommandStorageBuffer< 256 > > m_flashlightECB;
#endif
};
struct PhongShaderInfo_t
{
bool m_bHasBaseTexture;
bool m_bHasBaseTextureWrinkle;
bool m_bHasBumpWrinkle;
bool m_bHasDiffuseWarp;
bool m_bHasPhong;
bool m_bHasPhongWarp;
bool m_bHasDetailTexture;
bool m_bHasSelfIllum;
bool m_bHasSelfIllumFresnel;
bool m_bHasEnvmap;
bool m_bHasRimLight;
bool m_bHasDecalTexture;
bool m_bHasTintMaskTexture;
};
static void ComputePhongShaderInfo( CBaseVSShader *pShader, IMaterialVar** params,
VertexLitGeneric_DX9_Vars_t &info, bool bHasFlashlightOnly, PhongShaderInfo_t *pInfo )
{
static ConVarRef r_staticlight_mode( "r_staticlight_mode" );
pInfo->m_bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
pInfo->m_bHasBaseTextureWrinkle = pInfo->m_bHasBaseTexture &&
(info.m_nWrinkle != -1) && params[info.m_nWrinkle]->IsTexture() &&
(info.m_nStretch != -1) && params[info.m_nStretch]->IsTexture();
pInfo->m_bHasBumpWrinkle = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture() &&
(info.m_nNormalWrinkle != -1) && params[info.m_nNormalWrinkle]->IsTexture() &&
(info.m_nNormalStretch != -1) && params[info.m_nNormalStretch]->IsTexture();
pInfo->m_bHasDecalTexture = (!pInfo->m_bHasBumpWrinkle) &&
((info.m_nDecalTexture != -1) && params[info.m_nDecalTexture]->IsTexture());
pInfo->m_bHasTintMaskTexture = (!pInfo->m_bHasBumpWrinkle) &&
((info.m_nTintMaskTexture != -1) && params[info.m_nTintMaskTexture]->IsTexture());
pInfo->m_bHasEnvmap = !bHasFlashlightOnly && params[info.m_nEnvmap]->IsTexture();
pInfo->m_bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0;
pInfo->m_bHasSelfIllumFresnel = ( pInfo->m_bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
pInfo->m_bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 );
pInfo->m_bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture();
pInfo->m_bHasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
pInfo->m_bHasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture();
// Rimlight must be set to non-zero to trigger rim light combo (also requires Phong)
pInfo->m_bHasRimLight = r_rimlight.GetBool() && pInfo->m_bHasPhong && (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
}
void DrawPhong_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
{
CPhong_DX9_Context *pContextData = reinterpret_cast< CPhong_DX9_Context *> ( *pContextDataPtr );
static ConVarRef r_staticlight_mode( "r_staticlight_mode" );
bool bAvgStaticLightStreams = r_staticlight_mode.GetInt() == 1;
bool bSupportsSM3 = g_pHardwareConfig->SupportsPixelShaders_3_0() && ( !bAvgStaticLightStreams );
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow() && ( !bAvgStaticLightStreams );
bool bSFM = ( ToolsEnabled() && IsPlatformWindowsPC() && bSupportsSM3 ) ? true : false;
bool bHasFlashlight = pShader->UsingFlashlight( params );
bool bHasFlashlightOnly = bHasFlashlight && !IsGameConsole();
#if !defined( _X360 ) && !defined( _PS3 )
bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
#endif
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
BlendType_t nBlendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlightOnly; //dest alpha is free for special use
bool bHasDisplacement = (info.m_nDisplacementMap != -1) && params[info.m_nDisplacementMap]->IsTexture() && bSFM;
#if !defined( _X360 ) && !defined( _PS3 )
bool bHasDisplacementWrinkles = (info.m_nDisplacementWrinkleMap != -1) && params[info.m_nDisplacementWrinkleMap]->GetIntValue() && bSFM;
#endif
bool bHDR = g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE;
#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
#if !defined( _X360 ) && !defined( _PS3 )
bool bMorphing = ( !pShaderAPI || pShaderAPI->IsHWMorphingEnabled() ) && bSFM && g_pHardwareConfig->HasFastVertexTextures();
#endif
if( pShader->IsSnapshotting() )
{
PhongShaderInfo_t phongInfo;
ComputePhongShaderInfo( pShader, params, info, bHasFlashlightOnly, &phongInfo );
int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
int nDecalBlendMode = (info.m_nDecalTextureCombineMode == -1) ? 0 : params[info.m_nDecalTextureCombineMode]->GetIntValue();
bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
// look at color and alphamod stuff.
// Unlit generic never uses the flashlight
bool bHasEnvmap = !bHasFlashlightOnly && params[info.m_nEnvmap]->IsTexture();
// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::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() );
}
// Based upon vendor and device dependent formats
ShadowFilterMode_t nShadowFilterMode = bHasFlashlight ? g_pHardwareConfig->GetShadowFilterMode( false /* bForceLowQuality */, bSupportsSM3 && !IsPlatformPS3() && !IsPlatformX360() /* bPS30 */ ) : SHADOWFILTERMODE_DEFAULT;
if( bHasFlashlightOnly )
{
if (params[info.m_nBaseTexture]->IsTexture())
{
pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
}
if( bIsAlphaTested )
{
// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
// be the same on both the regular pass and the flashlight pass.
pShaderShadow->EnableAlphaTest( false );
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
}
pShaderShadow->EnableBlending( true );
pShaderShadow->EnableDepthWrites( false );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
}
if ( !bHasFlashlightOnly ) // not flashlight pass
{
if (params[info.m_nBaseTexture]->IsTexture())
{
pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
}
}
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
int userDataSize = 0;
// Always enable...will bind white if nothing specified...
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead );
if( bHasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
//pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
}
userDataSize = 4; // tangent S
if ( phongInfo.m_bHasDetailTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
pShaderShadow->EnableSRGBRead(SHADER_SAMPLER13, IsSRGBDetailTexture(nDetailBlendMode));
}
if ( phongInfo.m_bHasSelfIllum )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
}
if( bHasVertexColor || bHasVertexAlpha )
{
flags |= VERTEX_COLOR;
}
// Always enable ambient occlusion sampler on PC on DX10 parts
if ( IsPC() && bSupportsSM3 && bSFM )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
}
if ( bHasDisplacement && IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
{
pShaderShadow->EnableVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, true );
}
if ( phongInfo.m_bHasDecalTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // decal overlay
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, IsSRGBDecalTexture( nDecalBlendMode ) );
}
if ( phongInfo.m_bHasTintMaskTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );
}
pShaderShadow->EnableSRGBWrite( true );
// texcoord0 : base texcoord, texcoord2 : decal hw morph delta
int pTexCoordDim[3] = { 2, 0, 3 };
int nTexCoordCount = 1;
#if !defined( _X360 ) && !defined( _PS3 )
// Special morphed decal information
if ( bIsDecal && bMorphing )
{
nTexCoordCount = 3;
}
#endif
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
// valid for static props
flags |= VERTEX_COLOR_STREAM_1;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
#if !defined( _X360 ) && !defined( _PS3 )
bool bWorldNormal = ( ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH == ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 )));
#endif
// This is to allow phong materials to disable half lambert. Half lambert has always been forced on in phong,
// so the only safe way to allow artists to disable half lambert is to create this param that disables the
// default behavior of forcing half lambert on.
//bool bPhongHalfLambert = false; IS_PARAM_DEFINED( info.m_nPhongDisableHalfLambert ) ? (params[info.m_nPhongDisableHalfLambert]->GetIntValue() == 0) : true;
// Disabling half-lambert for CSGO (not 'compatible' with CSM's - fixes bad shadow aliasing on viewmodels in particular).
bool bPhongHalfLambert = false;
#if !defined( _X360 ) && !defined( _PS3 )
if ( !bSupportsSM3 )
#endif
{
DECLARE_STATIC_VERTEX_SHADER( phong_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( SFM, bSFM );
SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, 0 );
SET_STATIC_VERTEX_SHADER_COMBO( FLATTEN_STATIC_CONTROL_FLOW, !bUseStaticControlFlow );
bool bCSMEnabled_ps2b = false;
SET_STATIC_VERTEX_SHADER_COMBO( CASCADED_SHADOW_MAPPING, bCSMEnabled_ps2b );
SET_STATIC_VERTEX_SHADER(phong_vs20);
// Assume we're only going to get in here if we support 2b
DECLARE_STATIC_PIXEL_SHADER( phong_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( SFM, bSFM );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, phongInfo.m_bHasPhongWarp && phongInfo.m_bHasPhong );
SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, phongInfo.m_bHasBaseTextureWrinkle );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, phongInfo.m_bHasDetailTexture );
ClampDetailBlendModeAndWarn( nDetailBlendMode, 0, 7 );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
ClampDecalBlendModeAndWarn( nDecalBlendMode, 0, 1 );
SET_STATIC_PIXEL_SHADER_COMBO( DECAL_BLEND_MODE, phongInfo.m_bHasDecalTexture ? nDecalBlendMode : 2 );
SET_STATIC_PIXEL_SHADER_COMBO( TINTMASKTEXTURE, 0 );
SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, phongInfo.m_bHasRimLight );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, 0 );
SET_STATIC_PIXEL_SHADER_COMBO( PHONG_HALFLAMBERT, bPhongHalfLambert );
SET_STATIC_PIXEL_SHADER_COMBO( CASCADED_SHADOW_MAPPING, g_pHardwareConfig->SupportsCascadedShadowMapping() && !bSFM && !bHasFlashlight && g_pConfig->nFullbright != 1 );
SET_STATIC_PIXEL_SHADER_COMBO( CSM_MODE, 0 );
SET_STATIC_PIXEL_SHADER( phong_ps20b );
}
#if !defined( _X360 ) && !defined( _PS3 )
else
{
// The vertex shader uses the vertex id stream
if ( bSFM )
{
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );
}
int nCSMQualityComboValue = g_pHardwareConfig->GetCSMShaderMode( materials->GetCurrentConfigForVideoCard().GetCSMQualityMode() );
DECLARE_STATIC_VERTEX_SHADER( phong_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( SFM, bSFM );
SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
SET_STATIC_VERTEX_SHADER_COMBO( CASCADED_SHADOW_MAPPING, 0 );
SET_STATIC_VERTEX_SHADER( phong_vs30 );
DECLARE_STATIC_PIXEL_SHADER( phong_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( SFM, bSFM );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, phongInfo.m_bHasPhongWarp && phongInfo.m_bHasPhong );
SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, phongInfo.m_bHasBaseTextureWrinkle );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, phongInfo.m_bHasDetailTexture );
ClampDetailBlendModeAndWarn( nDetailBlendMode, 0, 7 );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
ClampDecalBlendModeAndWarn( nDecalBlendMode, 0, 1 );
SET_STATIC_PIXEL_SHADER_COMBO( DECAL_BLEND_MODE, phongInfo.m_bHasDecalTexture ? nDecalBlendMode : 2 );
SET_STATIC_PIXEL_SHADER_COMBO( TINTMASKTEXTURE, phongInfo.m_bHasTintMaskTexture );
SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, phongInfo.m_bHasRimLight );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
SET_STATIC_PIXEL_SHADER_COMBO( PHONG_HALFLAMBERT, bPhongHalfLambert );
SET_STATIC_PIXEL_SHADER_COMBO( CASCADED_SHADOW_MAPPING, g_pHardwareConfig->SupportsCascadedShadowMapping() && !bSFM && !bHasFlashlight && g_pConfig->nFullbright != 1 );
SET_STATIC_PIXEL_SHADER_COMBO( CSM_MODE, ( g_pHardwareConfig->SupportsCascadedShadowMapping() && !bSFM && !bHasFlashlight && g_pConfig->nFullbright != 1 ) ? nCSMQualityComboValue : 0 );
SET_STATIC_PIXEL_SHADER( phong_ps30 );
}
#endif
if( bHasFlashlightOnly )
{
pShader->FogToBlack();
}
else
{
pShader->DefaultFog();
}
// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
pShader->PI_BeginCommandBuffer();
pShader->PI_SetPixelShaderAmbientLightCube( PSREG_AMBIENT_CUBE );
pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
pShader->PI_SetVertexShaderAmbientLightCube();
// material can opt out of per-instance modulation via $nodiffusemodulation
bool bAllowDiffuseModulation = ( info.m_nAllowDiffuseModulation == -1 ) ? true : ( params[info.m_nAllowDiffuseModulation]->GetIntValue() != 0 );
if ( bAllowDiffuseModulation )
{
pShader->PI_SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
}
else
{
pShader->PI_SetModulationPixelShaderDynamicState_Identity( 1 );
}
pShader->PI_EndCommandBuffer();
}
else // not snapshotting -- begin dynamic state
{
// Deal with semisatic
if ( ( !pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
{
if ( !pContextData ) // make sure allocated
{
pContextData = new CPhong_DX9_Context;
*pContextDataPtr = pContextData;
}
pContextData->m_SemiStaticCmdsOut.Reset();
#ifdef _PS3
pContextData->m_flashlightECB.Reset();
#endif
pContextData->m_bMaterialVarsChanged = false;
PhongShaderInfo_t phongInfo;
ComputePhongShaderInfo( pShader, params, info, bHasFlashlightOnly, &phongInfo );
int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
int nDecalBlendMode = (info.m_nDecalTextureCombineMode == -1) ? 0 : params[info.m_nDecalTextureCombineMode]->GetIntValue();
bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
bool bLightingOnly = g_pConfig->nFullbright == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
bool bHasSelfIllumMask = ( phongInfo.m_bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture();
float flBlendFactorOrPhongAlbedoBoost;
if ( phongInfo.m_bHasDetailTexture )
{
flBlendFactorOrPhongAlbedoBoost = ( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue();
}
else
{
flBlendFactorOrPhongAlbedoBoost = ( info.m_nPhongAlbedoBoost == -1 ) ? 1.0f : params[info.m_nPhongAlbedoBoost]->GetFloatValue();
}
bool bHasSpecularExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture();
bool bHasPhongTintMap = bHasSpecularExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 );
bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
bool bHasRimMaskMap = bHasSpecularExponentTexture && phongInfo.m_bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
bool bHasSinglePassFlashlight = IsX360() || IsPS3(); // NOTE: If you change this, fix state.m_nDepthTweakConstant below! And, deal with SINGLE_PASS_FLASHLIGHT in phong_ps20b.fxc
if( phongInfo.m_bHasBaseTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_WHITE );
}
if ( phongInfo.m_bHasBaseTextureWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, SRGBReadMask( !bShaderSrgbRead ), info.m_nWrinkle, info.m_nBaseTextureFrame );
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, SRGBReadMask( !bShaderSrgbRead ), info.m_nStretch, info.m_nBaseTextureFrame );
}
if( phongInfo.m_bHasDiffuseWarp && phongInfo.m_bHasPhong )
{
if ( r_lightwarpidentity.GetBool() )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_SRGBREAD, TEXTURE_IDENTITY_LIGHTWARP ); // [mariod] - TODO why does this conflict with other shader uses of this texture (i.e. not srgb - cloak_dx9, eye_refract_dx9, vertexlitgeneric_dx9)
}
else
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, info.m_nDiffuseWarpTexture );
}
}
if( phongInfo.m_bHasPhongWarp )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nPhongWarpTexture );
}
// Specular exponent map or dummy
if( bHasSpecularExponentTexture && phongInfo.m_bHasPhong )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, info.m_nPhongExponentTexture );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BINDFLAGS_NONE, TEXTURE_WHITE );
}
if( !g_pConfig->m_bFastNoBump )
{
if( bHasBump )
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame );
else
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT );
if ( phongInfo.m_bHasBumpWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, TEXTURE_BINDFLAGS_NONE, info.m_nNormalWrinkle, info.m_nBumpFrame );
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, TEXTURE_BINDFLAGS_NONE, info.m_nNormalStretch, info.m_nBumpFrame );
}
else if ( phongInfo.m_bHasBaseTextureWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame );
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, TEXTURE_BINDFLAGS_NONE, info.m_nBumpmap, info.m_nBumpFrame );
}
}
else // Just flat bump maps
{
if ( bHasBump )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT );
}
if ( phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT );
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALMAP_FLAT );
}
}
if ( phongInfo.m_bHasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, IsSRGBDetailTexture( nDetailBlendMode ) ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, info.m_nDetail, info.m_nDetailFrame );
}
if ( phongInfo.m_bHasDecalTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER10, IsSRGBDecalTexture( nDecalBlendMode ) ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, info.m_nDecalTexture );
}
if ( phongInfo.m_bHasTintMaskTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, TEXTURE_BINDFLAGS_SRGBREAD, info.m_nTintMaskTexture );
}
if ( phongInfo.m_bHasSelfIllum )
{
if ( bHasSelfIllumMask ) // Separate texture for self illum?
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, TEXTURE_BINDFLAGS_NONE, info.m_nSelfIllumMask ); // Bind it
}
else // else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BINDFLAGS_NONE, TEXTURE_BLACK ); // Bind dummy
}
}
if( !bHasFlashlightOnly )
{
if ( phongInfo.m_bHasEnvmap )
{
pContextData->m_SemiStaticCmdsOut.BindEnvCubemapTexture( pShader, SHADER_SAMPLER8, bHDR ? TEXTURE_BINDFLAGS_NONE : TEXTURE_BINDFLAGS_SRGBREAD, info.m_nEnvmap, info.m_nEnvmapFrame );
}
}
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
if( bHasBump )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
}
if ( phongInfo.m_bHasDetailTexture )
{
if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
info.m_nDetailTextureTransform,
info.m_nDetailScale );
}
else
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
info.m_nBaseTextureTransform,
info.m_nDetailScale );
}
}
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, flBlendFactorOrPhongAlbedoBoost );
bool bInvertPhongMask = ( info.m_nInvertPhongMask != -1 ) && ( params[info.m_nInvertPhongMask]->GetIntValue() != 0 );
float fInvertPhongMask = bInvertPhongMask ? 1 : 0;
bool bHasBaseAlphaPhongMask = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );
float fHasBaseAlphaPhongMask = bHasBaseAlphaPhongMask ? 1 : 0;
bool bBlendTintByBaseAlpha = (info.m_nBlendTintByBaseAlpha != -1) && ( params[info.m_nBlendTintByBaseAlpha]->GetIntValue() != 0 );
float fBlendTintByBaseAlpha = bBlendTintByBaseAlpha ? 1 : 0;
bool bNoTint = (info.m_nNoTint != -1) && ( params[info.m_nNoTint]->GetIntValue() != 0 );
// Controls for lerp-style paths through shader code
float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f, bNoTint ? -1.0f : ( 1.0f - fBlendTintByBaseAlpha ), fInvertPhongMask };
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SHADER_CONTROLS, vShaderControls, 1 );
if ( phongInfo.m_bHasSelfIllumFresnel && !bHasFlashlightOnly )
{
float vConstScaleBiasExp[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
float flMin = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[0] : 0.0f;
float flMax = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[1] : 1.0f;
float flExp = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[2] : 1.0f;
vConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
vConstScaleBiasExp[0] = 1.0f - vConstScaleBiasExp[1]; // Scale
vConstScaleBiasExp[2] = flExp; // Exp
vConstScaleBiasExp[3] = flMax; // Brightness
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 );
}
if( !bHasFlashlightOnly )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_BINDFLAGS_NONE, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
if( phongInfo.m_bHasEnvmap )
{
float vEnvMapTint_MaskControl[4] = {1.0f, 1.0f, 1.0f, 0.0f};
// If we have a tint, grab it
if ( (info.m_nEnvmapTint != -1) && params[info.m_nEnvmapTint]->IsDefined() )
params[info.m_nEnvmapTint]->GetVecValue(vEnvMapTint_MaskControl, 3);
// Set control for source of env map mask (normal alpha or base alpha)
vEnvMapTint_MaskControl[3] = bHasNormalMapAlphaEnvmapMask ? 1.0f : 0.0f;
// Handle mat_fullbright 2 (diffuse lighting only with 50% gamma space basetexture)
if( bLightingOnly )
{
vEnvMapTint_MaskControl[0] = vEnvMapTint_MaskControl[1] = vEnvMapTint_MaskControl[2] = 0.0f;
}
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 );
}
}
// Pack Phong exponent in with the eye position
float vSpecularTint[4] = {1, 1, 1, 4};
float vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1};
// Get the tint parameter
if ( (info.m_nPhongTint != -1) && params[info.m_nPhongTint]->IsDefined() )
{
params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 3);
}
// Get the rim light power (goes in w of Phong tint)
if ( phongInfo.m_bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() )
{
vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue();
vSpecularTint[3] = MAX(vSpecularTint[3], 1.0f); // Make sure this is at least 1
}
// Get the rim boost (goes in w of flashlight position)
if ( phongInfo.m_bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() )
{
vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue();
}
// Single pass flashlight has to use a separate constant for this stuff since a flashlight constant is repurposed for rimlighting when doing multi-pass flashlight.
if ( phongInfo.m_bHasRimLight )
{
if ( bHasSinglePassFlashlight )
{
float vRimParams[4] = {0, 0, 0, 0};
vRimParams[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f;
vRimParams[1] = params[info.m_nRimLightBoost]->GetFloatValue();
// Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_RIMPARAMS, vRimParams, 1 );
}
else if ( !bHasFlashlight )
{
float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code
vRimMaskControl[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f;
// Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 );
}
}
// If it's all zeros, there was no constant tint in the vmt
if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) )
{
if ( bHasPhongTintMap ) // If we have a map to use, tell the shader
{
vSpecularTint[0] = -1;
}
else // Otherwise, just tint with white
{
vSpecularTint[0] = 1.0f;
vSpecularTint[1] = 1.0f;
vSpecularTint[2] = 1.0f;
}
}
// handle mat_fullbright 2 (diffuse lighting only)
if( bLightingOnly )
{
// BASETEXTURE
if( phongInfo.m_bHasSelfIllum && !bHasFlashlightOnly )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY_ALPHA_ZERO );
if ( phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY_ALPHA_ZERO ); // Compressed wrinklemap
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY_ALPHA_ZERO ); // Stretched wrinklemap
}
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY );
if ( phongInfo.m_bHasBaseTextureWrinkle || phongInfo.m_bHasBumpWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY ); // Compressed wrinklemap
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, SRGBReadMask( !bShaderSrgbRead ), TEXTURE_GREY ); // Stretched wrinklemap
}
}
// DETAILTEXTURE
if ( phongInfo.m_bHasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER13, ( nDetailBlendMode != 0 ) ? TEXTURE_BINDFLAGS_SRGBREAD : TEXTURE_BINDFLAGS_NONE, TEXTURE_GREY );
}
// turn off specularity
vSpecularTint[0] = vSpecularTint[1] = vSpecularTint[2] = 0.0f;
}
if ( (info.m_nPhongFresnelRanges != -1) && params[info.m_nPhongFresnelRanges]->IsDefined() )
{
params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional Fresnel range parameters
}
if ( (info.m_nPhongBoost != -1 ) && params[info.m_nPhongBoost]->IsDefined()) // Grab optional Phong boost param
{
vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue();
}
else
{
vFresnelRanges_SpecBoost[3] = 1.0f;
}
bool bHasBaseLuminancePhongMask = (info.m_nBaseMapLuminancePhongMask != -1) && ( params[info.m_nBaseMapLuminancePhongMask]->GetIntValue() != 0 );
float fHasBaseLuminancePhongMask = bHasBaseLuminancePhongMask ? 1 : 0;
float vShaderControls2[4] = {0.0f, fHasBaseLuminancePhongMask, 0.0f, 0.0f};
if ( !bHasFlashlightOnly )
{
if ( phongInfo.m_bHasEnvmap )
{
if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() )
{
vShaderControls2[0] = params[info.m_nEnvmapFresnel]->GetFloatValue();
}
}
}
if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
{
vShaderControls2[2] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map
}
else
{
vShaderControls2[2] = 0; // Use the alpha channel of the normal map for the exponent
}
// Driven by the material proxy for team ID in csgo
int nSelfIllumFresnelEnabledThisFrame = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelEnabledThisFrame ) ? params[info.m_nSelfIllumFresnelEnabledThisFrame]->GetIntValue() : 1;
vShaderControls2[3] = bHasSelfIllumMask ? 1.0f : 0.0f;
if ( phongInfo.m_bHasSelfIllumFresnel && !nSelfIllumFresnelEnabledThisFrame )
{
vShaderControls2[3] = 0.0f;
}
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( PSREG_SHADER_CONTROLS_2, vShaderControls2, 1 );
#ifndef _PS3
pContextData->m_SemiStaticCmdsOut.SetPixelShaderFogParams( PSREG_FOG_PARAMS );
#endif
if ( bHasFlashlight )
{
CBCmdSetPixelShaderFlashlightState_t state;
state.m_LightSampler = SHADER_SAMPLER6;
state.m_DepthSampler = SHADER_SAMPLER4;
state.m_ShadowNoiseSampler = SHADER_SAMPLER5;
state.m_nColorConstant = PSREG_FLASHLIGHT_COLOR;
state.m_nAttenConstant = PSREG_FLASHLIGHT_ATTENUATION;
state.m_nOriginConstant = PSREG_FLASHLIGHT_POSITION_RIM_BOOST;
state.m_nDepthTweakConstant = bHasSinglePassFlashlight ? 43 : PSREG_ENVMAP_TINT__SHADOW_TWEAKS; // NOTE: Reg 43 not available on < ps3.0!
state.m_nScreenScaleConstant = PSREG_FLASHLIGHT_SCREEN_SCALE;
state.m_nWorldToTextureConstant = PSREG_FLASHLIGHT_TO_WORLD_TEXTURE;
state.m_bFlashlightNoLambert = false;
state.m_bSinglePassFlashlight = bHasSinglePassFlashlight;
#ifdef _PS3
pContextData->m_flashlightECB.SetPixelShaderFlashlightState( state );
pContextData->m_flashlightECB.End();
#else
pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state );
#endif
if ( !( IsX360() || IsPS3() ) && ( g_pHardwareConfig->GetDXSupportLevel() > 92 ) )
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderUberLightState(
PSREG_UBERLIGHT_SMOOTH_EDGE_0, PSREG_UBERLIGHT_SMOOTH_EDGE_1,
PSREG_UBERLIGHT_SMOOTH_EDGE_OOW, PSREG_UBERLIGHT_SHEAR_ROUND,
PSREG_UBERLIGHT_AABB, PSREG_UBERLIGHT_WORLD_TO_LIGHT );
}
}
pContextData->m_SemiStaticCmdsOut.End();
}
#ifdef _PS3
CCommandBufferBuilder< CDynamicCommandStorageBuffer > DynamicCmdsOut;
ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_SemiStaticCmdsOut.Base() );
if (bHasFlashlight) ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( pContextData->m_flashlightECB.Base() );
#else
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
#endif
// On PC, we sample from ambient occlusion texture
if ( IsPC() && bSupportsSM3 && bSFM )
{
ITexture *pAOTexture = ShaderApiFast( pShaderAPI )->GetTextureRenderingParameter( TEXTURE_RENDERPARM_AMBIENT_OCCLUSION );
if ( pAOTexture )
{
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, TEXTURE_BINDFLAGS_NONE, pAOTexture, 0 );
}
else
{
DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_BINDFLAGS_NONE, TEXTURE_WHITE );
}
}
bool bFlashlightShadows = false;
bool bUberlight = false;
float flAmbientOcclusionStrength = ( info.m_nAmbientOcclusion == -1 ) ? 0.0f : params[info.m_nAmbientOcclusion]->GetFloatValue();
if ( bHasFlashlight )
{
ShaderApiFast( pShaderAPI )->GetFlashlightShaderInfo( &bFlashlightShadows, &bUberlight );
flAmbientOcclusionStrength *= ShaderApiFast( pShaderAPI )->GetFlashlightAmbientOcclusion();
}
float vEyePos_AmbientOcclusion[4];
ShaderApiFast( pShaderAPI )->GetWorldSpaceCameraPosition( vEyePos_AmbientOcclusion );
vEyePos_AmbientOcclusion[3] = clamp( flAmbientOcclusionStrength, 0.0f, 1.0f );
DynamicCmdsOut.SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_AmbientOcclusion, 1 );
MaterialFogMode_t fogType = ShaderApiFast( pShaderAPI )->GetSceneFogMode();
int numBones = ShaderApiFast( pShaderAPI )->GetCurrentNumBones();
bool bWriteDepthToAlpha = false;
bool bWriteWaterFogToAlpha = false;
if( bFullyOpaque )
{
// Disable for CS:GO
//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." );
}
LightState_t lightState = { 0, false, false };
if( !bHasFlashlightOnly )
{
ShaderApiFast( pShaderAPI )->GetDX9LightState( &lightState );
}
float vTeamIdMinMax[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vTeamIdMinMax[0] = cl_teamid_min.GetFloat();
vTeamIdMinMax[1] = cl_teamid_max.GetFloat();
if ( vTeamIdMinMax[1] <= vTeamIdMinMax[0] )
{
vTeamIdMinMax[1] = vTeamIdMinMax[0] + 0.01f; // Avoid a divide by zero in the shader
}
ShaderApiFast( pShaderAPI )->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, vTeamIdMinMax );
bool bCSMEnabled = pShaderAPI->IsCascadedShadowMapping() && !bHasFlashlight && !bSFM && g_pConfig->nFullbright != 1;
if ( ( !( IsGameConsole() ) ) &&
( !bSupportsSM3 || ToolsEnabled() ) )
{
bCSMEnabled = false;
}
// r_staticlight_streams (from engine.dll)
// This is for the 3 color baked prop lighting.
static ConVarRef r_staticlight_streams( "r_staticlight_streams", true );
bool bStaticLight3Streams = (r_staticlight_streams.GetInt() == 3);
#if !defined( _X360 ) && !defined( _PS3 )
if ( !bSupportsSM3 )
#endif
{
bool bIsRenderingViewModels = false;
DECLARE_DYNAMIC_VERTEX_SHADER( phong_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : ( IsPS3() ) ? MIN(2, lightState.m_nNumLights) : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER_COMBO( CSM_VIEWMODELQUALITY, bIsRenderingViewModels ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATICLIGHT3, lightState.m_bStaticLight && bStaticLight3Streams );
SET_DYNAMIC_VERTEX_SHADER( phong_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( phong_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, ( IsPS3() ) ? MIN(2, lightState.m_nNumLights) : lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CASCADE_SIZE, ( IsGameConsole() ) ? ( bCSMEnabled ? 1 : 0 ) : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CSM_VIEWMODELQUALITY, bIsRenderingViewModels ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( STATICLIGHT3, lightState.m_bStaticLight && bStaticLight3Streams );
SET_DYNAMIC_PIXEL_SHADER( phong_ps20b );
}
#if !defined( _X360 ) && !defined( _PS3 )
else
{
if ( bMorphing )
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
}
int nLightingPreviewMode = 0;
#if 0
// Unused. Disabled for CS:GO -- Thorsten
nLightingPreviewMode = ShaderApiFast( pShaderAPI )->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );
#endif
if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && 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;
ShaderApiFast( pShaderAPI )->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, vEyeDir );
}
TessellationMode_t nTessellationMode = ( bSFM && g_pHardwareConfig->HasFastVertexTextures() ) ? ShaderApiFast( pShaderAPI )->GetTessellationMode() : TESSELLATION_MODE_DISABLED;
if ( nTessellationMode != TESSELLATION_MODE_DISABLED )
{
ShaderApiFast( pShaderAPI )->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );
float vSubDDimensions[4] = { 1.0f/ShaderApiFast( pShaderAPI )->GetSubDHeight(),
bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f,
bHasDisplacementWrinkles && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f };
ShaderApiFast( pShaderAPI )->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_9, vSubDDimensions );
if( bHasDisplacement )
{
pShader->BindVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, info.m_nDisplacementMap );
}
else
{
ShaderApiFast( pShaderAPI )->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER2, TEXTURE_BLACK );
}
// Currently, tessellation is mutually exclusive with any kind of GPU-side skinning, morphing or vertex compression
Assert( !ShaderApiFast( pShaderAPI )->IsHWMorphingEnabled() );
Assert( numBones == 0 );
Assert( vertexCompression == 0);
}
if ( bCSMEnabled )
{
ITexture *pDepthTextureAtlas = NULL;
const CascadedShadowMappingState_t &cascadeState = pShaderAPI->GetCascadedShadowMappingState( &pDepthTextureAtlas );
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, TEXTURE_BINDFLAGS_SHADOWDEPTH, pDepthTextureAtlas, 0 );
DynamicCmdsOut.SetPixelShaderConstant( 64, &cascadeState.m_vLightColor.x, CASCADED_SHADOW_MAPPING_CONSTANT_BUFFER_SIZE );
}
BOOL bCSMEnabledBool = bCSMEnabled;
pShaderAPI->SetBooleanPixelShaderConstant( 0, &bCSMEnabledBool, 1 );
DECLARE_DYNAMIC_VERTEX_SHADER( phong_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0) && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression && ( nTessellationMode == TESSELLATION_MODE_DISABLED ) );
SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode );
//SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, bMorphing );
SET_DYNAMIC_VERTEX_SHADER_COMBO( CSM_VIEWMODELQUALITY, 0 ); // TODO: not used in sm3.0, combo should be removed
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATICLIGHT3, lightState.m_bStaticLight && bStaticLight3Streams );
SET_DYNAMIC_VERTEX_SHADER( phong_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( phong_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nLightingPreviewMode ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, nLightingPreviewMode ? false : bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nLightingPreviewMode ? false : bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight && bSFM );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CASCADE_SIZE, 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CSM_VIEWMODELQUALITY, 0 ); // TODO: not used in sm3.0, combo should be removed
SET_DYNAMIC_PIXEL_SHADER_COMBO( STATICLIGHT3, lightState.m_bStaticLight && bStaticLight3Streams );
SET_DYNAMIC_PIXEL_SHADER( phong_ps30 );
bool bUnusedTexCoords[3] = { false, false, !bMorphing || !bIsDecal };
ShaderApiFast( pShaderAPI )->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
// Set constant to enable translation of VPOS to render target coordinates in ps_3_0
ShaderApiFast( pShaderAPI )->SetScreenSizeForVPOS();
}
#endif
DynamicCmdsOut.End();
#ifdef _PS3
ShaderApiFast( pShaderAPI )->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
#endif
ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
}
pShader->Draw();
}
void DrawPhong_DX9_ExecuteFastPath( int *vsDynIndex, int *psDynIndex,
CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI * pShaderAPI,
VertexLitGeneric_DX9_Vars_t &info,
VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr, BOOL bCSMEnabled )
{
pShaderAPI->BeginPerfEEvent( L"Phong_FastPath" );
CPhong_DX9_Context *pContextData = reinterpret_cast< CPhong_DX9_Context *> ( *pContextDataPtr );
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
DynamicCmdsOut.End();
ShaderApiFast( pShaderAPI )->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
float flAmbientOcclusionStrength = ( info.m_nAmbientOcclusion == -1 ) ? 0.0f : params[info.m_nAmbientOcclusion]->GetFloatValue();
float vEyePos_AmbientOcclusion[4];
ShaderApiFast( pShaderAPI )->GetWorldSpaceCameraPosition( vEyePos_AmbientOcclusion );
vEyePos_AmbientOcclusion[3] = clamp( flAmbientOcclusionStrength, 0.0f, 1.0f );
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_AmbientOcclusion, 1 );
float vTeamIdMinMax[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vTeamIdMinMax[0] = cl_teamid_min.GetFloat();
vTeamIdMinMax[1] = cl_teamid_max.GetFloat();
if ( vTeamIdMinMax[1] <= vTeamIdMinMax[0] )
{
vTeamIdMinMax[1] = vTeamIdMinMax[0] + 0.01f; // Avoid a divide by zero in the shader
}
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, vTeamIdMinMax );
if ( g_pConfig->nFullbright == 1 )
{
bCSMEnabled = false;
}
pShaderAPI->SetBooleanPixelShaderConstant( 0, (BOOL*)&bCSMEnabled, 1 );
if ( bCSMEnabled )
{
ITexture *pDepthTextureAtlas = NULL;
const CascadedShadowMappingState_t &cascadeState = pShaderAPI->GetCascadedShadowMappingState( &pDepthTextureAtlas );
pShader->BindTexture( SHADER_SAMPLER15, TEXTURE_BINDFLAGS_SHADOWDEPTH, pDepthTextureAtlas, 0 );
pShaderAPI->SetPixelShaderConstant( 64, &cascadeState.m_vLightColor.x, CASCADED_SHADOW_MAPPING_CONSTANT_BUFFER_SIZE );
}
int numBones = ShaderApiFast( pShaderAPI )->GetCurrentNumBones();
bool bIsRenderingViewModels = false;
if( IsGameConsole() )
{
ITexture *pDepthTextureAtlas = NULL;
const CascadedShadowMappingState_t &cascadeState = pShaderAPI->GetCascadedShadowMappingState( &pDepthTextureAtlas );
if ( pDepthTextureAtlas )
{
bIsRenderingViewModels = cascadeState.m_bIsRenderingViewModels && r_csm_viewmodelquality.GetBool();
}
}
static ConVarRef r_staticlight_streams( "r_staticlight_streams", true );
bool bStaticLight3Streams = (r_staticlight_streams.GetInt() == 3);
LightState_t lightState = {0, false, false};
ShaderApiFast( pShaderAPI )->GetDX9LightState( &lightState );
DECLARE_DYNAMIC_VERTEX_SHADER( phong_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, ( numBones > 0) );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression);
SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, TESSELLATION_MODE_DISABLED );
//SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, false );
SET_DYNAMIC_VERTEX_SHADER_COMBO( CSM_VIEWMODELQUALITY, bIsRenderingViewModels ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATICLIGHT3, lightState.m_bStaticLight && bStaticLight3Streams );
SET_DYNAMIC_VERTEX_SHADER( phong_vs30 );
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
BlendType_t nBlendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested; //dest alpha is free for special use
MaterialFogMode_t fogType = ShaderApiFast( pShaderAPI )->GetSceneFogMode();
bool bWriteDepthToAlpha = false;
bool bWriteWaterFogToAlpha = false;
if( bFullyOpaque )
{
// Disable for CS:GO
//bWriteDepthToAlpha = ShaderApiFast( pShaderAPI )->ShouldWriteDepthToDestAlpha();
bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
}
DECLARE_DYNAMIC_PIXEL_SHADER( phong_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, false );
SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, false );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CASCADE_SIZE, 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( CSM_VIEWMODELQUALITY, 0 ); // TODO: not used in sm3.0, combo should be removed
SET_DYNAMIC_PIXEL_SHADER_COMBO( STATICLIGHT3, lightState.m_bStaticLight && bStaticLight3Streams );
SET_DYNAMIC_PIXEL_SHADER( phong_ps30 );
bool bUnusedTexCoords[3] = { false, false, TRUE };
ShaderApiFast( pShaderAPI )->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
// Set constant to enable translation of VPOS to render target coordinates in ps_3_0
ShaderApiFast( pShaderAPI )->SetScreenSizeForVPOS();
*vsDynIndex = _vshIndex.GetIndex();
*psDynIndex = _pshIndex.GetIndex();
pShaderAPI->EndPerfEvent();
}