Team Fortress 2 Source Code as on 22/4/2020
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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