Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "BaseVSShader.h"
#include "skin_dx9_helper.h"
#include "convar.h"
#include "cpp_shader_constant_register_map.h"
#include "skin_vs20.inc"
#include "skin_ps20b.inc"
#include "commandbuilder.h"
#ifndef _X360
#include "skin_vs30.inc"
#include "skin_ps30.inc"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
static ConVar r_rimlight( "r_rimlight", "1", FCVAR_NONE );
// 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
//-----------------------------------------------------------------------------
// Initialize shader parameters
//-----------------------------------------------------------------------------
void InitParamsSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitGeneric_DX9_Vars_t &info )
{
// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
Assert( info.m_nFlashlightTexture >= 0 );
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
// 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 );
}
// Lots of reasons to want tangent space, since we bind a flat normal map in many cases where we don't have a bump map
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 )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
else
{
CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
}
if ( ( info.m_nSelfIllumFresnel != -1 ) && ( !params[info.m_nSelfIllumFresnel]->IsDefined() ) )
{
params[info.m_nSelfIllumFresnel]->SetIntValue( 0 );
}
if ( ( info.m_nSelfIllumFresnelMinMaxExp != -1 ) && ( !params[info.m_nSelfIllumFresnelMinMaxExp]->IsDefined() ) )
{
params[info.m_nSelfIllumFresnelMinMaxExp]->SetVecValue( 0.0f, 1.0f, 1.0f );
}
if ( ( info.m_nBaseMapAlphaPhongMask != -1 ) && ( !params[info.m_nBaseMapAlphaPhongMask]->IsDefined() ) )
{
params[info.m_nBaseMapAlphaPhongMask]->SetIntValue( 0 );
}
if ( ( info.m_nEnvmapFresnel != -1 ) && ( !params[info.m_nEnvmapFresnel]->IsDefined() ) )
{
params[info.m_nEnvmapFresnel]->SetFloatValue( 0 );
}
}
//-----------------------------------------------------------------------------
// Initialize shader
//-----------------------------------------------------------------------------
void InitSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitGeneric_DX9_Vars_t &info )
{
Assert( info.m_nFlashlightTexture >= 0 );
pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
bool bIsBaseTextureTranslucent = false;
if ( params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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 );
pShader->LoadTexture( info.m_nStretch, TEXTUREFLAGS_SRGB );
}
}
bool bHasSelfIllumMask = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsDefined();
// 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();
if ( nDetailBlendMode == 0 ) // Mod2X
pShader->LoadTexture( info.m_nDetail );
else
pShader->LoadTexture( info.m_nDetail, TEXTUREFLAGS_SRGB );
}
if ( g_pConfig->UseBumpmapping() )
{
if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap );
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 );
pShader->LoadTexture( info.m_nNormalStretch );
}
}
}
if ( params[info.m_nEnvmap]->IsDefined() )
{
pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
}
if ( bHasSelfIllumMask )
{
pShader->LoadTexture( info.m_nSelfIllumMask );
}
}
class CSkin_DX9_Context : public CBasePerMaterialContextData
{
public:
CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
bool m_bFastPath;
};
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
bool bHasFlashlight, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
bool bHasBaseTextureWrinkle = bHasBaseTexture &&
(info.m_nWrinkle != -1) && params[info.m_nWrinkle]->IsTexture() &&
(info.m_nStretch != -1) && params[info.m_nStretch]->IsTexture();
bool bHasBumpWrinkle = bHasBump &&
(info.m_nNormalWrinkle != -1) && params[info.m_nNormalWrinkle]->IsTexture() &&
(info.m_nNormalStretch != -1) && params[info.m_nNormalStretch]->IsTexture();
bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
bool bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0;
bool bHasSelfIllumFresnel = ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
bool bHasSelfIllumMask = ( bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture();
// Tie these to specular
bool bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 );
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 bHasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
bool bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture();
bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
#if !defined( _X360 )
bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
#endif
// Rimlight must be set to non-zero to trigger rim light combo (also requires Phong)
bool bHasRimLight = r_rimlight.GetBool() && bHasPhong && (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
bool bHasRimMaskMap = bHasSpecularExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue();
bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture();
int nDetailBlendMode = ( hasDetailTexture && info.m_nDetailTextureCombineMode != -1 ) ? params[info.m_nDetailTextureCombineMode]->GetIntValue() : 0;
bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params ) && !bHasSelfIllum; // Pixel shader can't do both BLENDTINTBYBASEALPHA and SELFILLUM, so let selfillum win
float flTintReplacementAmount = GetFloatParam( info.m_nTintReplacesBaseColor, params );
float flPhongExponentFactor = ( info.m_nPhongExponentFactor != -1 ) ? GetFloatParam( info.m_nPhongExponentFactor, params ) : 0.0f;
const bool bHasPhongExponentFactor = flPhongExponentFactor != 0.0f;
BlendType_t nBlendType= pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true );
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use
CSkin_DX9_Context *pContextData = reinterpret_cast< CSkin_DX9_Context *> ( *pContextDataPtr );
if ( ! pContextData )
{
pContextData = new CSkin_DX9_Context;
*pContextDataPtr = pContextData;
}
if( pShader->IsSnapshotting() )
{
// look at color and alphamod stuff.
// Unlit generic never uses the flashlight
bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture();
bool bHasNormal = params[info.m_nBumpmap]->IsTexture();
bool bCanUseBaseAlphaPhongMaskFastPath = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );
if ( ! ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) )
bCanUseBaseAlphaPhongMaskFastPath = true;
pContextData->m_bFastPath =
(! bHasBump ) &&
(! bHasSpecularExponentTexture ) &&
(! bHasPhongTintMap ) &&
(! bHasPhongWarp ) &&
(! bHasRimLight ) &&
(! hasDetailTexture ) &&
bCanUseBaseAlphaPhongMaskFastPath &&
(! bHasSelfIllum ) &&
(! bBlendTintByBaseAlpha );
// 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() );
}
int nShadowFilterMode = 0;
if( bHasFlashlight )
{
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 );
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
}
else // not flashlight pass
{
if (params[info.m_nBaseTexture]->IsTexture())
{
pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
}
if ( bHasEnvmap )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Cubic environment map
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true );
}
}
}
unsigned int flags = VERTEX_POSITION;
if( bHasNormal )
{
flags |= 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, true );
if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Base (albedo) compression map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Base (albedo) expansion map
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, true );
}
if( bHasDiffuseWarp )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Diffuse warp texture
}
if( bHasPhongWarp )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Specular warp texture
}
// Specular exponent map or dummy
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Specular exponent map
if( bHasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
userDataSize = 4; // tangent S
}
// Always enable, since flat normal will be bound
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
userDataSize = 4; // tangent S
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map
if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal compression map
pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // Normal expansion map
}
if ( hasDetailTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
if ( nDetailBlendMode != 0 ) //Not Mod2X
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER13, true );
}
if ( bHasSelfIllum )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
}
if( bHasVertexColor || bHasVertexAlpha )
{
flags |= VERTEX_COLOR;
}
pShaderShadow->EnableSRGBWrite( true );
// texcoord0 : base texcoord, texcoord2 : decal hw morph delta
int pTexCoordDim[3] = { 2, 0, 3 };
int nTexCoordCount = 1;
#ifndef _X360
// Special morphed decal information
if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() )
{
nTexCoordCount = 3;
}
#endif
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( skin_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( skin_vs20 );
// Assume we're only going to get in here if we support 2b
DECLARE_STATIC_PIXEL_SHADER( skin_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong );
SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER( skin_ps20b );
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( skin_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
SET_STATIC_VERTEX_SHADER( skin_vs30 );
DECLARE_STATIC_PIXEL_SHADER( skin_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong );
SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER( skin_ps30 );
}
#endif
if( bHasFlashlight )
{
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 );
}
else // not snapshotting -- begin dynamic state
{
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture();
if( bHasBaseTexture )
{
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
}
if ( bHasBaseTextureWrinkle )
{
pShader->BindTexture( SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame );
pShader->BindTexture( SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame );
}
else if ( bHasBumpWrinkle )
{
pShader->BindTexture( SHADER_SAMPLER9, info.m_nBaseTexture, info.m_nBaseTextureFrame );
pShader->BindTexture( SHADER_SAMPLER10, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
if( bHasDiffuseWarp && bHasPhong )
{
if ( r_lightwarpidentity.GetBool() )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP );
}
else
{
pShader->BindTexture( SHADER_SAMPLER2, info.m_nDiffuseWarpTexture );
}
}
if( bHasPhongWarp )
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nPhongWarpTexture );
}
if( bHasSpecularExponentTexture && bHasPhong )
{
pShader->BindTexture( SHADER_SAMPLER7, info.m_nPhongExponentTexture );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
}
if( !g_pConfig->m_bFastNoBump )
{
if( bHasBump )
pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
else
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
if ( bHasBumpWrinkle )
{
pShader->BindTexture( SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame );
pShader->BindTexture( SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame );
}
else if ( bHasBaseTextureWrinkle )
{
pShader->BindTexture( SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame );
pShader->BindTexture( SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame );
}
}
else
{
if( bHasBump )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
}
if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT );
}
}
if ( hasDetailTexture )
{
pShader->BindTexture( SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame );
}
if ( bHasSelfIllum )
{
if ( bHasSelfIllumMask ) // Separate texture for self illum?
{
pShader->BindTexture( SHADER_SAMPLER14, info.m_nSelfIllumMask ); // Bind it
}
else // else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK ); // Bind dummy
}
}
LightState_t lightState = { 0, false, false };
bool bFlashlightShadows = false;
if( bHasFlashlight )
{
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
{
pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
}
}
else // no flashlight
{
if ( bHasEnvmap )
{
pShader->BindTexture( SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame );
}
pShaderAPI->GetDX9LightState( &lightState );
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
int numBones = pShaderAPI->GetCurrentNumBones();
// don't have an easy way to get this through to GLM, so just print it old school
//printf("\n-D- DrawSkin_DX9_Internal numBones is %d", numBones );
bool bWriteDepthToAlpha = false;
bool bWriteWaterFogToAlpha = false;
if( bFullyOpaque )
{
bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
SET_DYNAMIC_VERTEX_SHADER( skin_vs20 );
DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps20b );
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( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PHONG_USE_EXPONENT_FACTOR, bHasPhongExponentFactor );
SET_DYNAMIC_PIXEL_SHADER( skin_ps20b );
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( skin_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( skin_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( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PHONG_USE_EXPONENT_FACTOR, bHasPhongExponentFactor );
SET_DYNAMIC_PIXEL_SHADER( skin_ps30 );
bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
}
#endif
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
if( bHasBump )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
}
if ( hasDetailTexture )
{
if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
info.m_nDetailTextureTransform,
info.m_nDetailScale );
else
pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
info.m_nBaseTextureTransform,
info.m_nDetailScale );
}
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
pShader->SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor );
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;
// Controls for lerp-style paths through shader code
float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f/*unused*/, flTintReplacementAmount, fInvertPhongMask };
pShaderAPI->SetPixelShaderConstant( PSREG_CONSTANT_27, vShaderControls, 1 );
if ( hasDetailTexture )
{
#if 0 // needs constant change
if ( info.m_nDetailTint != -1 )
pShader->SetPixelShaderConstantGammaToLinear( 10, info.m_nDetailTint );
else
{
float boring_tint[4]={1,1,1,1};
pShaderAPI->SetPixelShaderConstant( 10, boring_tint, 1 );
}
#endif
}
if ( bHasSelfIllumFresnel && !bHasFlashlight )
{
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
pShaderAPI->SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 );
}
pShader->SetAmbientCubeDynamicStateVertexShader();
if( !bHasFlashlight )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
// Setting .x to 1 means to apply Fresnel to env map. Setting w to 1 means use separate selfillummask
float vEnvMapFresnel_SelfIllumMask[4] = {0.0f, 0.0f, 0.0f, 0.0f};
vEnvMapFresnel_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f;
if( 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;
if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() )
vEnvMapFresnel_SelfIllumMask[0] = params[info.m_nEnvmapFresnel]->GetFloatValue();
// 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;
}
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 );
}
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK, vEnvMapFresnel_SelfIllumMask, 1 );
}
pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight
pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
// Pack Phong exponent in with the eye position
float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {1, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1};
float vSpecularTint[4] = {1, 1, 1, 4};
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
// If we have a phong exponent factor, then use that as a multiplier against the texture.
if ( bHasPhongExponentFactor )
{
vEyePos_SpecExponent[3] = flPhongExponentFactor;
}
else
{
// Use the alpha channel of the normal map for the exponent by default
vEyePos_SpecExponent[3] = -1.f;
if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
{
float fValue = params[info.m_nPhongExponent]->GetFloatValue();
if ( fValue > 0.f )
{
// Nonzero value in material overrides map channel
vEyePos_SpecExponent[3] = fValue;
}
}
}
// 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 ( 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 ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() )
{
vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue();
}
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
pShaderAPI->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( bHasSelfIllum && !bHasFlashlight )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
}
// DETAILTEXTURE
if ( hasDetailTexture )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER13, 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
// Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2)
vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2;
vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2;
}
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;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass
pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
// flashlightfixme: put this in common code.
if( bHasFlashlight )
{
VMatrix worldToTexture;
float atten[4], pos[4], tweaks[4];
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
atten[1] = flashlightState.m_fLinearAtten;
atten[2] = flashlightState.m_fQuadraticAtten;
atten[3] = flashlightState.m_FarZ;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
pos[1] = flashlightState.m_vecLightOrigin[1];
pos[2] = flashlightState.m_vecLightOrigin[2];
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
// Tweaks associated with a given flashlight
tweaks[0] = ShadowFilterFromState( flashlightState );
tweaks[1] = ShadowAttenFromState( flashlightState );
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
// Dimensions of screen, used for screen-space noise map sampling
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
int nWidth, nHeight;
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
vScreenScale[0] = (float) nWidth / 32.0f;
vScreenScale[1] = (float) nHeight / 32.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
if ( IsX360() )
{
pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
}
}
}
pShader->Draw();
}
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
extern ConVar r_flashlight_version2;
void DrawSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
bool bHasFlashlight = pShader->UsingFlashlight( params );
if ( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
{
DrawSkin_DX9_Internal( pShader, params, pShaderAPI,
pShaderShadow, false, info, vertexCompression, pContextDataPtr++ );
if ( pShaderShadow )
{
pShader->SetInitialShadowState( );
}
}
DrawSkin_DX9_Internal( pShader, params, pShaderAPI,
pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
}