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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "vertexlitgeneric_vs11.inc"
#include "vertexlitgeneric_selfillumonly.inc"
#include "emissive_scroll_blended_pass_helper.h"
#include "flesh_interior_blended_pass_helper.h"
#include "cloak_blended_pass_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( VertexLitGeneric, VertexLitGeneric_DX8 ) DEFINE_FALLBACK_SHADER( Skin_DX9, VertexLitGeneric_DX8 )
BEGIN_VS_SHADER( VertexLitGeneric_DX8, "Help for VertexLitGeneric" ) BEGIN_SHADER_PARAMS SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" ) SHADER_PARAM( FORCEBUMP, SHADER_PARAM_TYPE_BOOL, "0", "0 == Do bumpmapping if the card says it can handle it. 1 == Always do bumpmapping." ) SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" ) SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
// Emissive Scroll Pass
SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" ) SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" ) SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" ) SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" ) SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
// Cloak Pass
SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" ) SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" ) SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" ) SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
// Flesh Interior Pass
SHADER_PARAM( FLESHINTERIORENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable Flesh interior blend pass" ) SHADER_PARAM( FLESHINTERIORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh color texture" ) SHADER_PARAM( FLESHINTERIORNOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh noise texture" ) SHADER_PARAM( FLESHBORDERTEXTURE1D, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh border 1D texture" ) SHADER_PARAM( FLESHNORMALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh normal texture" ) SHADER_PARAM( FLESHSUBSURFACETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh subsurface texture" ) SHADER_PARAM( FLESHCUBETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh cubemap texture" ) SHADER_PARAM( FLESHBORDERNOISESCALE, SHADER_PARAM_TYPE_FLOAT, "1.5", "Flesh Noise UV scalar for border" ) SHADER_PARAM( FLESHDEBUGFORCEFLESHON, SHADER_PARAM_TYPE_BOOL, "0", "Flesh Debug full flesh" ) SHADER_PARAM( FLESHEFFECTCENTERRADIUS1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) SHADER_PARAM( FLESHEFFECTCENTERRADIUS2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) SHADER_PARAM( FLESHEFFECTCENTERRADIUS3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) SHADER_PARAM( FLESHEFFECTCENTERRADIUS4, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" ) SHADER_PARAM( FLESHSUBSURFACETINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Subsurface Color" ) SHADER_PARAM( FLESHBORDERWIDTH, SHADER_PARAM_TYPE_FLOAT, "0.3", "Flesh border" ) SHADER_PARAM( FLESHBORDERSOFTNESS, SHADER_PARAM_TYPE_FLOAT, "0.42", "Flesh border softness (> 0.0 && <= 0.5)" ) SHADER_PARAM( FLESHBORDERTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Flesh border Color" ) SHADER_PARAM( FLESHGLOBALOPACITY, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh global opacity" ) SHADER_PARAM( FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness" ) SHADER_PARAM( FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed" )
// Color Replacement Pass
SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation") SHADER_PARAM( BLENDTINTCOLOROVERBASE, SHADER_PARAM_TYPE_FLOAT, "0", "blend between tint acting as a multiplication versus a replace" )
END_SHADER_PARAMS
// Cloak Pass
void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info ) { info.m_nCloakFactor = CLOAKFACTOR; info.m_nCloakColorTint = CLOAKCOLORTINT; info.m_nRefractAmount = REFRACTAMOUNT;
// Delete these lines if not bump mapping!
info.m_nBumpmap = BUMPMAP; info.m_nBumpFrame = BUMPFRAME; info.m_nBumpTransform = BUMPTRANSFORM; }
bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const { if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
{ if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
return true; else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true; // else, not cloaking this frame, so check flag2 in case the base material still needs it
}
// Check flag2 if not drawing cloak pass
return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); }
bool IsTranslucent( IMaterialVar **params ) const { if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
{ if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
return true; // else, not cloaking this frame, so check flag in case the base material still needs it
}
// Check flag if not drawing cloak pass
return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ); }
// Emissive Scroll Pass
void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info ) { info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH; info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE; info.m_nFlowTexture = -1; // Not used in DX8
info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE; info.m_nEmissiveTint = EMISSIVEBLENDTINT; info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR; info.m_nTime = TIME; }
// Flesh Interior Pass
void SetupVarsFleshInteriorBlendedPass( FleshInteriorBlendedPassVars_t &info ) { info.m_nFleshTexture = FLESHINTERIORTEXTURE; info.m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE; info.m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D; info.m_nFleshNormalTexture = FLESHNORMALTEXTURE; info.m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE; info.m_nFleshCubeTexture = FLESHCUBETEXTURE;
info.m_nflBorderNoiseScale = FLESHBORDERNOISESCALE; info.m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON; info.m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1; info.m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2; info.m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3; info.m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4;
info.m_ncSubsurfaceTint = FLESHSUBSURFACETINT; info.m_nflBorderWidth = FLESHBORDERWIDTH; info.m_nflBorderSoftness = FLESHBORDERSOFTNESS; info.m_ncBorderTint = FLESHBORDERTINT; info.m_nflGlobalOpacity = FLESHGLOBALOPACITY; info.m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS; info.m_nflScrollSpeed = FLESHSCROLLSPEED;
info.m_nTime = TIME; }
SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
// We don't want no stinking bump mapping on models in dx8.
// Wait a minute! We want specular bump. .need to make that work by itself.
// params[BUMPMAP]->SetUndefined();
// if( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) )
// {
// CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
// params[ENVMAP]->SetUndefined();
// }
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( !params[ENVMAPMASKSCALE]->IsDefined() ) params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
if( !params[ENVMAPMASKFRAME]->IsDefined() ) params[ENVMAPMASKFRAME]->SetIntValue( 0 ); if( !params[ENVMAPTINT]->IsDefined() ) params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[SELFILLUMTINT]->IsDefined() ) params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[DETAILSCALE]->IsDefined() ) params[DETAILSCALE]->SetFloatValue( 4.0f );
if( !params[DETAILBLENDFACTOR]->IsDefined() ) params[DETAILBLENDFACTOR]->SetFloatValue( 1.0f );
if( !params[DETAILBLENDMODE]->IsDefined() ) params[DETAILBLENDMODE]->SetFloatValue( 0 );
if( !params[ENVMAPCONTRAST]->IsDefined() ) params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); if( !params[ENVMAPSATURATION]->IsDefined() ) params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); if( !params[ENVMAPFRAME]->IsDefined() ) params[ENVMAPFRAME]->SetIntValue( 0 );
if( !params[BUMPFRAME]->IsDefined() ) params[BUMPFRAME]->SetIntValue( 0 );
if( !params[ALPHATESTREFERENCE]->IsDefined() ) params[ALPHATESTREFERENCE]->SetFloatValue( 0.0f );
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); }
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); }
if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); } SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
// Get rid of the envmap if it's optional for this dx level.
if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() ) { params[ENVMAP]->SetUndefined(); }
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) { params[ENVMAP]->SetUndefined(); }
// If a bumpmap is defined but an envmap isn't, then ignore the bumpmap.
// It was meant to be used with diffuse
if ( !params[ENVMAP]->IsDefined() ) { params[BUMPMAP]->SetUndefined(); }
// Cloak Pass
if ( !params[CLOAKPASSENABLED]->IsDefined() ) { params[CLOAKPASSENABLED]->SetIntValue( 0 ); } else if ( params[CLOAKPASSENABLED]->GetIntValue() ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); InitParamsCloakBlendedPass( this, params, pMaterialName, info ); }
// Emissive Scroll Pass
if ( !params[EMISSIVEBLENDENABLED]->IsDefined() ) { params[EMISSIVEBLENDENABLED]->SetIntValue( 0 ); } else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) { EmissiveScrollBlendedPassVars_t info; SetupVarsEmissiveScrollBlendedPass( info ); InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info ); }
// Flesh Interior Pass
if ( !params[FLESHINTERIORENABLED]->IsDefined() ) { params[FLESHINTERIORENABLED]->SetIntValue( 0 ); } else if ( params[FLESHINTERIORENABLED]->GetIntValue() ) { FleshInteriorBlendedPassVars_t info; SetupVarsFleshInteriorBlendedPass( info ); InitParamsFleshInteriorBlendedPass( this, params, pMaterialName, info ); }
// Color Replacement Pass
if ( !params[BLENDTINTBYBASEALPHA]->IsDefined() ) { params[BLENDTINTBYBASEALPHA]->SetIntValue(0); }
if ( !params[BLENDTINTCOLOROVERBASE]->IsDefined() ) { params[BLENDTINTCOLOROVERBASE]->SetFloatValue(0); } }
SHADER_FALLBACK { if ( IsPC() ) { if ( g_pHardwareConfig->GetDXSupportLevel() < 70) return "VertexLitGeneric_DX6";
if ( g_pHardwareConfig->GetDXSupportLevel() < 80) return "VertexLitGeneric_DX7";
if ( g_pHardwareConfig->PreferReducedFillrate() ) return "VertexLitGeneric_NoBump_DX8"; } return 0; }
SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE );
if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } }
if (params[DETAIL]->IsDefined()) { LoadTexture( DETAIL ); }
if (g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined()) { LoadBumpMap( BUMPMAP ); }
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) { CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); } if (params[ENVMAP]->IsDefined()) { if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) { LoadCubeMap( ENVMAP ); } else { LoadTexture( ENVMAP ); }
if( !g_pHardwareConfig->SupportsCubeMaps() ) { SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); }
if (params[ENVMAPMASK]->IsDefined()) { LoadTexture( ENVMAPMASK ); } }
// Cloak Pass
if ( params[CLOAKPASSENABLED]->GetIntValue() ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); InitCloakBlendedPass( this, params, info ); }
// Emissive Scroll Pass
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) { EmissiveScrollBlendedPassVars_t info; SetupVarsEmissiveScrollBlendedPass( info ); InitEmissiveScrollBlendedPass( this, params, info ); }
// Flesh Interior Pass
if ( params[FLESHINTERIORENABLED]->GetIntValue() ) { FleshInteriorBlendedPassVars_t info; SetupVarsFleshInteriorBlendedPass( info ); InitFleshInteriorBlendedPass( this, params, info ); } }
inline const char *GetUnbumpedPixelShaderName( IMaterialVar** params, bool bSkipEnvmap ) { static char const* s_pPixelShaders[] = { "VertexLitGeneric_EnvmapV2", "VertexLitGeneric_SelfIlluminatedEnvmapV2",
"VertexLitGeneric_BaseAlphaMaskedEnvmapV2", "VertexLitGeneric_SelfIlluminatedEnvmapV2",
// Env map mask
"VertexLitGeneric_MaskedEnvmapV2", "VertexLitGeneric_SelfIlluminatedMaskedEnvmapV2",
"VertexLitGeneric_MaskedEnvmapV2", "VertexLitGeneric_SelfIlluminatedMaskedEnvmapV2",
// Detail
"VertexLitGeneric_DetailEnvmapV2", "VertexLitGeneric_DetailSelfIlluminatedEnvmapV2",
"VertexLitGeneric_DetailBaseAlphaMaskedEnvmapV2", "VertexLitGeneric_DetailSelfIlluminatedEnvmapV2",
// Env map mask
"VertexLitGeneric_DetailMaskedEnvmapV2", "VertexLitGeneric_DetailSelfIlluminatedMaskedEnvmapV2",
"VertexLitGeneric_DetailMaskedEnvmapV2", "VertexLitGeneric_DetailSelfIlluminatedMaskedEnvmapV2", };
if ( !params[BASETEXTURE]->IsTexture() ) { if (params[ENVMAP]->IsTexture() && !bSkipEnvmap ) { if (!params[ENVMAPMASK]->IsTexture()) { return "VertexLitGeneric_EnvmapNoTexture"; } else { return "VertexLitGeneric_MaskedEnvmapNoTexture"; } } else { if ( params[DETAIL]->IsTexture() ) { return "VertexLitGeneric_DetailNoTexture"; } else { return "VertexLitGeneric_NoTexture"; } } } else { if ( params[BLENDTINTBYBASEALPHA]->GetIntValue() ) { return "VertexLitGeneric_BlendTint"; } else if ( params[ENVMAP]->IsTexture() && !bSkipEnvmap ) { int pshIndex = 0; if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM)) pshIndex |= 0x1; if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) pshIndex |= 0x2; if (params[ENVMAPMASK]->IsTexture()) pshIndex |= 0x4; if (params[DETAIL]->IsTexture()) pshIndex |= 0x8; return s_pPixelShaders[pshIndex]; } else { if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM)) { if ( params[DETAIL]->IsTexture() ) return "VertexLitGeneric_DetailSelfIlluminated"; else return "VertexLitGeneric_SelfIlluminated"; } else if ( params[DETAIL]->IsTexture() ) { switch( params[DETAILBLENDMODE]->GetIntValue() ) { case 0: return "VertexLitGeneric_Detail";
case 1: // additive modes
return "VertexLitGeneric_Detail_Additive";
case 5: case 6: return "VertexLitGeneric_Detail_Additive_selfillum"; break; default: return "VertexLitGeneric_Detail_LerpBase"; } } else { return "VertexLitGeneric"; } } } }
void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bSkipEnvmap ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() ); }
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
// FIXME: We could enable this, but we'd never get it working on dx7 or lower
// FIXME: This isn't going to work until we make more vertex shaders that
// pass the vertex color and alpha values through.
#if 0
if ( IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ) ) fmt |= VERTEX_COLOR; #endif
if (params[ENVMAP]->IsTexture() && !bSkipEnvmap ) { // envmap on stage 1
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// envmapmask on stage 2
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); } }
if (params[BASETEXTURE]->IsTexture()) { SetDefaultBlendingShadowState( BASETEXTURE, true ); } else { SetDefaultBlendingShadowState( ENVMAPMASK, false ); }
if ( params[DETAIL]->IsTexture()) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); }
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// Set up the vertex shader index.
vertexlitgeneric_vs11_Static_Index vshIndex; vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ); //vshIndex.SetDETAIL( params[DETAIL]->IsTexture() );
if( params[ENVMAP]->IsTexture() && !bSkipEnvmap ) { vshIndex.SetENVMAP( true ); vshIndex.SetENVMAPCAMERASPACE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) ); if( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) ) { vshIndex.SetENVMAPSPHERE( false ); } else { vshIndex.SetENVMAPSPHERE( IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ) ); } } else { vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); } pShaderShadow->SetVertexShader( "vertexlitgeneric_vs11", vshIndex.GetIndex() );
const char *pshName = GetUnbumpedPixelShaderName( params, bSkipEnvmap ); pShaderShadow->SetPixelShader( pshName ); DefaultFog(); pShaderShadow->EnableAlphaWrites( true ); } DYNAMIC_STATE { if (params[BASETEXTURE]->IsTexture()) { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); }
// if (params[ENVMAP]->IsTexture())
if (params[ENVMAP]->IsTexture() && !bSkipEnvmap ) { BindTexture( SHADER_SAMPLER1, ENVMAP, ENVMAPFRAME );
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) { if (params[ENVMAPMASK]->IsTexture() ) BindTexture( SHADER_SAMPLER2, ENVMAPMASK, ENVMAPMASKFRAME ); else BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE ); }
if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE)) { LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); } SetEnvMapTintPixelShaderDynamicState( 2, ENVMAPTINT, -1 ); }
if ( params[DETAIL]->IsTexture()) { BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME ); SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE ); }
SetAmbientCubeDynamicStateVertexShader(); SetModulationPixelShaderDynamicState( 3 ); EnablePixelShaderOverbright( 0, true, true ); SetPixelShaderConstant( 1, SELFILLUMTINT );
if ( params[DETAIL]->IsTexture() && ( ! IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) ) ) { float c1[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; c1[0] = c1[1] = c1[2] = c1[3] = params[DETAILBLENDFACTOR]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 1, c1, 1 ); }
if ( params[BLENDTINTBYBASEALPHA]->GetIntValue() ) { float c1[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; c1[0] = c1[1] = c1[2] = c1[3] = params[BLENDTINTCOLOROVERBASE]->GetFloatValue(); pShaderAPI->SetPixelShaderConstant( 1, c1 ); }
vertexlitgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 ); vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); if( pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA ) ) { pShaderAPI->SetPixelShaderIndex( 0 ); } else { // write 255 to alpha if we aren't told to write depth to dest alpha (We don't ever actually write depth to dest alpha in dx8)
pShaderAPI->SetPixelShaderIndex( 1 ); float c4[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; pShaderAPI->SetPixelShaderConstant( 4, c4, 1 ); } } Draw(); }
SHADER_DRAW { // Skip the standard rendering if cloak pass is fully opaque
bool bDrawStandardPass = true; if ( false/*disabled! no effect*/ && params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
{ CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); if ( CloakBlendedPassIsFullyOpaque( params, info ) ) { // There is some strangeness in DX8 when trying to skip the main pass, so leave this alone for now
//bDrawStandardPass = false;
} }
// Standard rendering pass
if ( bDrawStandardPass ) { // FLASHLIGHTFIXME: need to make these the same.
bool hasFlashlight = UsingFlashlight( params ); bool bBump = g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsTexture();
if( hasFlashlight ) { DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1 ); } else if( bBump ) { bool bSkipEnvmap = true; DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bSkipEnvmap );
// specular pass
bool bBlendSpecular = true; if( params[ENVMAP]->IsTexture() ) { DrawModelBumpedSpecularLighting( BUMPMAP, BUMPFRAME, ENVMAP, ENVMAPFRAME, ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, BUMPTRANSFORM, bBlendSpecular ); } } else { bool bSkipEnvmap = false; DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bSkipEnvmap ); } } else { // Skip this pass!
Draw( false ); }
// Cloak Pass
if ( params[CLOAKPASSENABLED]->GetIntValue() ) { // If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) ) { CloakBlendedPassVars_t info; SetupVarsCloakBlendedPass( info ); DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else // We're not snapshotting and we don't need to draw this frame
{ // Skip this pass!
Draw( false ); } }
// Emissive Scroll Pass
if ( params[EMISSIVEBLENDENABLED]->GetIntValue() ) { // If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) ) { EmissiveScrollBlendedPassVars_t info; SetupVarsEmissiveScrollBlendedPass( info ); DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else // We're not snapshotting and we don't need to draw this frame
{ // Skip this pass!
Draw( false ); } }
// Flesh Interior Pass
if ( params[FLESHINTERIORENABLED]->GetIntValue() ) { // If ( snapshotting ) or ( we need to draw this frame )
if ( ( pShaderShadow != NULL ) || ( true ) ) { FleshInteriorBlendedPassVars_t info; SetupVarsFleshInteriorBlendedPass( info ); DrawFleshInteriorBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression ); } else // We're not snapshotting and we don't need to draw this frame
{ // Skip this pass!
Draw( false ); } } } END_SHADER
//-----------------------------------------------------------------------------
// Version that doesn't do bumpmapping
//-----------------------------------------------------------------------------
BEGIN_INHERITED_SHADER( VertexLitGeneric_NoBump_DX8, VertexLitGeneric_DX8, "Help for VertexLitGeneric_NoBump_DX8" )
SHADER_FALLBACK { if (g_pConfig->bSoftwareLighting) return "VertexLitGeneric_DX6";
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders()) return "VertexLitGeneric_DX7";
return 0; }
virtual bool ShouldUseBumpmapping( IMaterialVar **params ) { if ( !g_pConfig->UseBumpmapping() ) return false;
if ( !params[BUMPMAP]->IsDefined() ) return false;
return ( params[FORCEBUMP]->GetIntValue() != 0 ); }
END_INHERITED_SHADER
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