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 "vertexlitgeneric_dx9_helper.h"
#include "skin_dx9_helper.h"
#include "VertexLit_and_unlit_Generic_vs20.inc"
#include "VertexLit_and_unlit_Generic_bump_vs20.inc"
#include "vertexlit_and_unlit_generic_ps20.inc"
#include "vertexlit_and_unlit_generic_ps20b.inc"
#include "vertexlit_and_unlit_generic_bump_ps20.inc"
#include "vertexlit_and_unlit_generic_bump_ps20b.inc"
#ifndef _X360
#include "vertexlit_and_unlit_generic_vs30.inc"
#include "vertexlit_and_unlit_generic_ps30.inc"
#include "vertexlit_and_unlit_generic_bump_vs30.inc"
#include "vertexlit_and_unlit_generic_bump_ps30.inc"
#endif
#include "commandbuilder.h"
#include "convar.h"
// 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 mat_luxels( "mat_luxels", "0", FCVAR_CHEAT );
static inline bool WantsSkinShader( IMaterialVar** params, const VertexLitGeneric_DX9_Vars_t &info )
{
if ( info.m_nPhong == -1) // Don't use skin without Phong
return false;
if ( params[info.m_nPhong]->GetIntValue() == 0 ) // Don't use skin without Phong turned on
return false;
if ( ( info.m_nDiffuseWarpTexture != -1 ) && params[info.m_nDiffuseWarpTexture]->IsTexture() ) // If there's Phong and diffuse warp do skin
return true;
if ( ( info.m_nBaseMapAlphaPhongMask != -1 ) && params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 1 )
{
if ( info.m_nBumpmap == -1 ) // Don't use without a bump map
return false;
if ( !params[info.m_nBumpmap]->IsTexture() ) // Don't use if the texture isn't specified
return false;
}
return true;
}
int g_nSnapShots;
//-----------------------------------------------------------------------------
// Initialize shader parameters
//-----------------------------------------------------------------------------
void InitParamsVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info )
{
InitIntParam( info.m_nPhong, params, 0 );
InitFloatParam( info.m_nAlphaTestReference, params, 0.0f );
InitIntParam( info.m_nVertexAlphaTest, params, 0 );
InitIntParam( info.m_nFlashlightNoLambert, params, 0 );
if ( info.m_nDetailTint != -1 && !params[info.m_nDetailTint]->IsDefined() )
{
params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if ( info.m_nEnvmapTint != -1 && !params[info.m_nEnvmapTint]->IsDefined() )
{
params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
InitIntParam( info.m_nEnvmapFrame, params, 0 );
InitIntParam( info.m_nBumpFrame, params, 0 );
InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
InitIntParam( info.m_nReceiveFlashlight, params, 0 );
InitFloatParam( info.m_nDetailScale, params, 4.0f );
if ( (info.m_nBlendTintByBaseAlpha != -1) && (!params[info.m_nBlendTintByBaseAlpha]->IsDefined()) )
{
params[info.m_nBlendTintByBaseAlpha]->SetIntValue( 0 );
}
InitFloatParam( info.m_nTintReplacesBaseColor, params, 0 );
if ( (info.m_nSelfIllumTint != -1) && (!params[info.m_nSelfIllumTint]->IsDefined()) )
{
params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if ( WantsSkinShader( params, info ) )
{
if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() || !g_pConfig->UsePhong() )
{
params[info.m_nPhong]->SetIntValue( 0 );
}
else
{
InitParamsSkin_DX9( pShader, params, pMaterialName, info );
return;
}
}
// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
if ( info.m_nFlashlightTexture != -1 )
{
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 );
if ( bVertexLitGeneric )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
else
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
}
InitIntParam( info.m_nEnvmapMaskFrame, params, 0 );
InitFloatParam( info.m_nEnvmapContrast, params, 0.0 );
InitFloatParam( info.m_nEnvmapSaturation, params, 1.0f );
InitFloatParam( info.m_nSeamlessScale, params, 0.0 );
// handle line art parms
InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 );
InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 );
InitFloatParam( info.m_nGlowAlpha, params, 1.0 );
InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );
// No texture means no self-illum or env mask in base alpha
if ( info.m_nBaseTexture != -1 && !params[info.m_nBaseTexture]->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( ( (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
// we don't need a tangent space if we have envmap without bumpmap
// || ( info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() )
)
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
else if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() ) // diffuse warp goes down bump path...
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
else // no tangent space needed
{
CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
}
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
if ( hasNormalMapAlphaEnvmapMask )
{
params[info.m_nEnvmapMask]->SetUndefined();
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) && info.m_nBumpmap != -1 &&
params[info.m_nBumpmap]->IsDefined() && !hasNormalMapAlphaEnvmapMask )
{
Warning( "material %s has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular.\n\n", pMaterialName );
params[info.m_nEnvmap]->SetUndefined();
}
if ( info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsDefined() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() )
{
params[info.m_nEnvmapMask]->SetUndefined();
if ( !hasNormalMapAlphaEnvmapMask )
{
Warning( "material %s has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.\n\n", pMaterialName );
params[info.m_nEnvmap]->SetUndefined();
}
}
// If mat_specular 0, then get rid of envmap
if ( !g_pConfig->UseSpecular() && info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
{
params[info.m_nEnvmap]->SetUndefined();
}
InitFloatParam( info.m_nHDRColorScale, params, 1.0f );
InitIntParam( info.m_nLinearWrite, params, 0 );
InitIntParam( info.m_nGammaColorRead, params, 0 );
InitIntParam( info.m_nDepthBlend, params, 0 );
InitFloatParam( info.m_nDepthBlendScale, params, 50.0f );
}
//-----------------------------------------------------------------------------
// Initialize shader
//-----------------------------------------------------------------------------
void InitVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info )
{
// both detailed and bumped = needs skin shader (for now)
bool bNeedsSkinBecauseOfDetail = false;
//bool bHasBump = ( info.m_nBumpmap != -1 ) && params[info.m_nBumpmap]->IsTexture();
//if ( bHasBump )
//{
// if ( ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsDefined() )
// bNeedsSkinBecauseOfDetail = true;
//}
if ( bNeedsSkinBecauseOfDetail ||
( info.m_nPhong != -1 &&
params[info.m_nPhong]->GetIntValue() &&
g_pHardwareConfig->SupportsPixelShaders_2_b() ) )
{
InitSkin_DX9( pShader, params, info );
return;
}
if ( info.m_nFlashlightTexture != -1 )
{
pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
}
bool bIsBaseTextureTranslucent = false;
if ( info.m_nBaseTexture != -1 && params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture, ( info.m_nGammaColorRead != -1 ) && ( params[info.m_nGammaColorRead]->GetIntValue() == 1 ) ? 0 : TEXTUREFLAGS_SRGB );
if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
{
bIsBaseTextureTranslucent = true;
}
}
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_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 );
}
else if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
}
}
// 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 ( info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() )
{
if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
{
pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
}
else
{
pShader->LoadTexture( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
}
if ( !g_pHardwareConfig->SupportsCubeMaps() )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
}
}
if ( info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsDefined() )
{
pShader->LoadTexture( info.m_nEnvmapMask );
}
if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nDiffuseWarpTexture );
}
if ( bHasSelfIllumMask )
{
pShader->LoadTexture( info.m_nSelfIllumMask );
}
}
class CVertexLitGeneric_DX9_Context : public CBasePerMaterialContextData
{
public:
CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
};
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow,
bool bVertexLitGeneric, bool bHasFlashlight,
VertexLitGeneric_DX9_Vars_t &info,
VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
CVertexLitGeneric_DX9_Context *pContextData = reinterpret_cast< CVertexLitGeneric_DX9_Context *> ( *pContextDataPtr );
/*^*/ // printf("\t\t>DrawVertexLitGeneric_DX9_Internal\n");
bool bHasBump = IsTextureSet( info.m_nBumpmap, params );
#if !defined( _X360 )
bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
#endif
bool hasDiffuseLighting = bVertexLitGeneric;
/*^*/ // printf("\t\t[%d] bVertexLitGeneric\n",(int)bVertexLitGeneric);
if ( IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
{
bHasFlashlight = false;
}
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
bool bHasDiffuseWarp = (!bHasFlashlight || IsX360() ) && hasDiffuseLighting && (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
bool bHasLightmapTexture = IsTextureSet( info.m_nLightmap, params );
bool bHasMatLuxel = bHasLightmapTexture && mat_luxels.GetBool();
//bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );
bool bFlashlightNoLambert = false;
if ( ( info.m_nFlashlightNoLambert != -1 ) && params[info.m_nFlashlightNoLambert]->GetIntValue() )
{
bFlashlightNoLambert = true;
}
bool bAmbientOnly = IsBoolSet( info.m_nAmbientOnly, params );
float fBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
bool bHasDetailTexture = IsTextureSet( info.m_nDetail, params );
int nDetailBlendMode = bHasDetailTexture ? GetIntParam( info.m_nDetailTextureCombineMode, params ) : 0;
int nDetailTranslucencyTexture = -1;
if ( bHasDetailTexture )
{
if ( ( nDetailBlendMode == 6 ) && ( ! (g_pHardwareConfig->SupportsPixelShaders_2_b() ) ) )
{
nDetailBlendMode = 5; // skip fancy threshold blending if ps2.0
}
if ( ( nDetailBlendMode == 3 ) || ( nDetailBlendMode == 8 ) || ( nDetailBlendMode == 9 ) )
nDetailTranslucencyTexture = info.m_nDetail;
}
bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params );
float fTintReplaceFactor = GetFloatParam( info.m_nTintReplacesBaseColor, params, 0.0 );
BlendType_t nBlendType;
bool bHasBaseTexture = IsTextureSet( info.m_nBaseTexture, params );
if ( bHasBaseTexture )
{
// if base alpha is used for tinting, ignore the base texture for computing translucency
nBlendType = pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true, nDetailTranslucencyTexture );
}
else
{
nBlendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
}
bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && (!bHasFlashlight || IsX360() ); //dest alpha is free for special use
bool bHasEnvmap = (!bHasFlashlight || IsX360() ) && info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsTexture();
bool bHasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool bHasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
/*^*/ // printf("\t\t[%d] bHasVertexColor\n",(int)bHasVertexColor);
/*^*/ // printf("\t\t[%d] bHasVertexAlpha\n",(int)bHasVertexAlpha);
if ( pShader->IsSnapshotting() || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
{
/*^*/ // printf("\t\t[1] snapshotting=%d pContextData=%08x pContextData->m_bMaterialVarsChanged=%d \n",(int)pShader->IsSnapshotting(), (int)pContextData, pContextData ? (int)pContextData->m_bMaterialVarsChanged : -1 );
bool bSeamlessBase = IsBoolSet( info.m_nSeamlessBase, params );
bool bSeamlessDetail = IsBoolSet( info.m_nSeamlessDetail, params );
bool bDistanceAlpha = IsBoolSet( info.m_nDistanceAlpha, params );
bool bHasSelfIllum = (!bHasFlashlight || IsX360() ) && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
bool bHasEnvmapMask = (!bHasFlashlight || IsX360() ) && info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsTexture();
bool bHasSelfIllumFresnel = ( !IsTextureSet( info.m_nDetail, params ) ) && ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
bool bHasSelfIllumMask = bHasSelfIllum && IsTextureSet( info.m_nSelfIllumMask, params );
bool hasSelfIllumInEnvMapMask =
( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) &&
( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ;
if ( pShader->IsSnapshotting() )
{
/*^*/ // printf("\t\t[2] snapshotting...\n");
bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
if ( info.m_nVertexAlphaTest != -1 && params[info.m_nVertexAlphaTest]->GetIntValue() > 0 )
{
bHasVertexAlpha = true;
}
// look at color and alphamod stuff.
// Unlit generic never uses the flashlight
if ( bHasSelfIllumFresnel )
{
CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
hasNormalMapAlphaEnvmapMask = false;
}
bool bHasEnvmap = (!bHasFlashlight || IsX360() ) && ( info.m_nEnvmap != -1 ) && params[info.m_nEnvmap]->IsTexture();
bool bHasLegacyEnvSphereMap = bHasEnvmap && IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE);
bool bHasNormal = bVertexLitGeneric || bHasEnvmap || bHasFlashlight || bSeamlessBase || bSeamlessDetail;
if ( IsPC() )
{
// On PC, LIGHTING_PREVIEW requires normals (they won't use much memory - unlitgeneric isn't used on many models)
bHasNormal = true;
}
bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
// 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 ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
}
if ( !IsX360() )
{
if (params[info.m_nBaseTexture]->IsTexture())
{
pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
}
else
{
pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
}
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 );
}
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->EnableDepthWrites( false );
}
else
{
pShader->SetBlendingShadowState( nBlendType );
}
}
else
{
pShader->SetBlendingShadowState( nBlendType );
}
unsigned int flags = VERTEX_POSITION;
if ( bHasNormal )
{
flags |= VERTEX_NORMAL;
}
/*^*/ // printf("\t\t[%1d] VERTEX_NORMAL\n",(flags&VERTEX_NORMAL)!=0);
int userDataSize = 0;
bool bSRGBInputAdapter = false;
// basetexture
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
if ( bHasBaseTexture )
{
if ( ( info.m_nGammaColorRead != -1 ) && ( params[info.m_nGammaColorRead]->GetIntValue() == 1 ) )
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
else
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
// If we're on OSX GL on a crappy OS which can't do sRGB from render targets, check to see if we're reading from one...
if ( IsOSX() && !g_pHardwareConfig->CanDoSRGBReadFromRTs() )
{
ITexture *pBaseTexture = params[info.m_nBaseTexture]->GetTextureValue();
if ( pBaseTexture && pBaseTexture->IsRenderTarget() )
{
bSRGBInputAdapter = true;
}
}
}
if ( bHasEnvmap )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
}
}
if ( bHasFlashlight )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Depth texture
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER8 );
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Noise map
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Flashlight cookie
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );
userDataSize = 4; // tangent S
}
if ( bHasDetailTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
if ( nDetailBlendMode != 0 ) //Not Mod2X
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
}
if ( bHasBump || bHasDiffuseWarp )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
userDataSize = 4; // tangent S
// Normalizing cube map
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
}
if ( bHasEnvmapMask )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
}
if ( bHasVertexColor || bHasVertexAlpha )
{
flags |= VERTEX_COLOR;
}
/*^*/ // printf("\t\t[%1d] VERTEX_COLOR\n",(flags&VERTEX_COLOR)!=0);
/*^*/ // printf("\t\t[%1d] VERTEX_COLOR_STREAM_1\n",(flags&VERTEX_COLOR_STREAM_1)!=0);
if( bHasDiffuseWarp && (!bHasFlashlight || IsX360() ) && !bHasSelfIllumFresnel )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Diffuse warp texture
}
if ( (info.m_nDepthBlend != -1) && (params[info.m_nDepthBlend]->GetIntValue()) )
{
if( bHasBump )
Warning( "DEPTHBLEND not supported by bump mapped variations of vertexlitgeneric to avoid shader bloat. Either remove the bump map or convince a graphics programmer that it's worth it.\n" );
pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
}
if( bHasSelfIllum )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // self illum mask
}
// Always enable this sampler, used for lightmaps depending on the dynamic combo.
// Lightmaps are generated in gamma space, but not sRGB, so leave that disabled. Conversion is done in the shader.
pShaderShadow->EnableTexture( SHADER_SAMPLER12, true );
bool bSRGBWrite = true;
if( (info.m_nLinearWrite != -1) && (params[info.m_nLinearWrite]->GetIntValue() == 1) )
{
bSRGBWrite = false;
}
pShaderShadow->EnableSRGBWrite( bSRGBWrite );
// texcoord0 : base texcoord
int pTexCoordDim[3] = { 2, 2, 3 };
int nTexCoordCount = 1;
if ( IsBoolSet( info.m_nSeparateDetailUVs, params ) )
{
++nTexCoordCount;
}
else
{
pTexCoordDim[1] = 0;
}
#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;
/*^*/ // printf("\t\t[%1d] VERTEX_FORMAT_COMPRESSED\n",(flags&VERTEX_FORMAT_COMPRESSED)!=0);
/*^*/ // printf("\t\t -> CShaderShadowDX8::VertexShaderVertexFormat( flags=%08x, texcount=%d )\n",flags,nTexCoordCount);
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
if ( bHasBump || bHasDiffuseWarp )
{
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_VERTEX_SHADER_COMBO( USE_WITH_2B, g_pHardwareConfig->SupportsPixelShaders_2_b() );
#ifdef _X360
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
#endif
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL this way
{
DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask && bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20b );
}
else // ps_2_0
{
DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask && bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_VERTEX_SHADER_COMBO( USE_WITH_2B, true );
SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs30 );
DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask && bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps30 );
}
#endif
}
else // !(bHasBump || bHasDiffuseWarp)
{
bool bDistanceAlphaFromDetail = false;
bool bSoftMask = false;
bool bGlow = false;
bool bOutline = false;
static ConVarRef mat_reduceparticles( "mat_reduceparticles" );
bool bDoDepthBlend = IsBoolSet( info.m_nDepthBlend, params ) && !mat_reduceparticles.GetBool();
if ( bDistanceAlpha )
{
bDistanceAlphaFromDetail = IsBoolSet( info.m_nDistanceAlphaFromDetail, params );
bSoftMask = IsBoolSet( info.m_nSoftEdges, params );
bGlow = IsBoolSet( info.m_nGlow, params );
bOutline = IsBoolSet( info.m_nOutline, params );
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha );
SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert );
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, IsBoolSet( info.m_nSeparateDetailUVs, params ) );
SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, (! bSRGBWrite ) && bHasVertexColor );
SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send Gl this way
{
DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, bDoDepthBlend );
SET_STATIC_PIXEL_SHADER_COMBO( SRGB_INPUT_ADAPTER, bSRGBInputAdapter ? 1 : 0 );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20b );
}
else // ps_2_0
{
DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20 );
}
}
#ifndef _X360
else
{
// The vertex shader uses the vertex id stream
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha );
SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert );
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, IsBoolSet( info.m_nSeparateDetailUVs, params ) );
SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, bSRGBWrite ? 0 : 1 );
SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps30 );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, bDoDepthBlend );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps30 );
}
#endif
}
if ( bHasFlashlight && !IsX360() )
{
pShader->FogToBlack();
}
else
{
pShader->DefaultFog();
}
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff and the loadout and character select screens.
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
}
if ( pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) )
{
/*^*/ // printf("\t\t[3] pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) TRUE \n");
if ( ! pContextData ) // make sure allocated
{
++g_nSnapShots;
pContextData = new CVertexLitGeneric_DX9_Context;
*pContextDataPtr = pContextData;
}
pContextData->m_SemiStaticCmdsOut.Reset();
pContextData->m_SemiStaticCmdsOut.SetPixelShaderFogParams( 21 );
if ( bHasBaseTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
else
{
if( bHasEnvmap )
{
// if we only have an envmap (no basetexture), then we want the albedo to be black.
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
}
}
if ( bHasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nDetail, info.m_nDetailFrame );
}
if ( bHasSelfIllum )
{
if ( bHasSelfIllumMask ) // Separate texture for self illum?
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nSelfIllumMask, -1 ); // Bind it
}
else // else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER11, TEXTURE_BLACK ); // Bind dummy
}
}
if ( (info.m_nDepthBlend != -1) && (params[info.m_nDepthBlend]->GetIntValue()) )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
}
if ( bSeamlessDetail || bSeamlessBase )
{
float flSeamlessData[4]={ params[info.m_nSeamlessScale]->GetFloatValue(),
0,0,0};
pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flSeamlessData );
}
if ( info.m_nBaseTextureTransform != -1 )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
}
if ( 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 );
//Assert( !bHasBump );
if ( info.m_nDetailTint != -1 )
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstantGammaToLinear( 10, info.m_nDetailTint );
else
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 10, 1, 1, 1, 1 );
}
}
if ( bDistanceAlpha )
{
float flSoftStart = GetFloatParam( info.m_nEdgeSoftnessStart, params );
float flSoftEnd = GetFloatParam( info.m_nEdgeSoftnessEnd, params );
// set all line art shader parms
bool bScaleEdges = IsBoolSet( info.m_nScaleEdgeSoftnessBasedOnScreenRes, params );
bool bScaleOutline = IsBoolSet( info.m_nScaleOutlineSoftnessBasedOnScreenRes, params );
float flResScale = 1.0;
float flOutlineStart0 = GetFloatParam( info.m_nOutlineStart0, params );
float flOutlineStart1 = GetFloatParam( info.m_nOutlineStart1, params );
float flOutlineEnd0 = GetFloatParam( info.m_nOutlineEnd0, params );
float flOutlineEnd1 = GetFloatParam( info.m_nOutlineEnd1, params );
if ( bScaleEdges || bScaleOutline )
{
int nWidth, nHeight;
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
flResScale=max( 0.5f, max( 1024.f/nWidth, 768.f/nHeight ) );
if ( bScaleEdges )
{
float flMid = 0.5 * ( flSoftStart + flSoftEnd );
flSoftStart = clamp( flMid + flResScale * ( flSoftStart - flMid ), 0.05, 0.99 );
flSoftEnd = clamp( flMid + flResScale * ( flSoftEnd - flMid ), 0.05, 0.99 );
}
if ( bScaleOutline )
{
// shrink the soft part of the outline, enlarging hard part
float flMidS = 0.5 * ( flOutlineStart1 + flOutlineStart0 );
flOutlineStart1 = clamp( flMidS + flResScale * ( flOutlineStart1 - flMidS ), 0.05, 0.99 );
float flMidE = 0.5 * ( flOutlineEnd1 + flOutlineEnd0 );
flOutlineEnd1 = clamp( flMidE + flResScale * ( flOutlineEnd1 - flMidE ), 0.05, 0.99 );
}
}
float flConsts[]={
// c5 - glow values
GetFloatParam( info.m_nGlowX, params ),
GetFloatParam( info.m_nGlowY, params ),
GetFloatParam( info.m_nGlowStart, params ),
GetFloatParam( info.m_nGlowEnd, params ),
// c6 - glow color
0,0,0, // will be filled in
GetFloatParam( info.m_nGlowAlpha, params ),
// c7 - mask range parms
flSoftStart,
flSoftEnd,
0,0,
// c8 - outline color
0,0,0,
GetFloatParam( info.m_nOutlineAlpha, params ),
// c9 - outline parms. ordered for optimal ps20 .wzyx swizzling
flOutlineStart0,
flOutlineEnd1,
flOutlineEnd0,
flOutlineStart1,
};
if ( info.m_nGlowColor != -1 )
{
params[info.m_nGlowColor]->GetVecValue( flConsts+4, 3 );
}
if ( info.m_nOutlineColor != -1 )
{
params[info.m_nOutlineColor]->GetVecValue( flConsts+12, 3 );
}
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 5, flConsts, 5 );
}
if ( !g_pConfig->m_bFastNoBump )
{
if ( bHasBump )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
}
else if ( bHasDiffuseWarp )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
}
}
else
{
if ( bHasBump )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
}
}
// Setting w to 1 means use separate selfillummask
float vEnvMapSaturation_SelfIllumMask[4] = {1.0f, 1.0f, 1.0f, 0.0f};
if ( info.m_nEnvmapSaturation != -1 )
params[info.m_nEnvmapSaturation]->GetVecValue( vEnvMapSaturation_SelfIllumMask, 3 );
vEnvMapSaturation_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f;
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 3, vEnvMapSaturation_SelfIllumMask, 1 );
if ( bHasEnvmap )
{
pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicStateGammaToLinear( 0, info.m_nEnvmapTint, fTintReplaceFactor );
}
else
{
pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicStateGammaToLinear( 0, -1, fTintReplaceFactor);
}
if ( bHasEnvmapMask )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
}
if ( bHasSelfIllumFresnel && (!bHasFlashlight || IsX360() ) )
{
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( 11, vConstScaleBiasExp );
}
if( bHasDiffuseWarp && (!bHasFlashlight || IsX360() ) && !bHasSelfIllumFresnel )
{
if ( r_lightwarpidentity.GetBool() )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_IDENTITY_LIGHTWARP );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, info.m_nDiffuseWarpTexture, -1 );
}
}
if ( bHasFlashlight )
{
// Tweaks associated with a given flashlight
VMatrix worldToTexture;
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
float tweaks[4];
tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution;
tweaks[1] = ShadowAttenFromState( flashlightState );
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( 2, 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( 31, vScreenScale, 1 );
}
if ( ( !bHasFlashlight || IsX360() ) && ( info.m_nEnvmapContrast != -1 ) )
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
// mat_fullbright 2 handling
bool bLightingOnly = bVertexLitGeneric && mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
if( bLightingOnly )
{
if ( bHasBaseTexture )
{
if( ( bHasSelfIllum && !hasSelfIllumInEnvMapMask ) )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
}
}
if ( bHasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY );
}
}
if ( bHasBump || bHasDiffuseWarp )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
pContextData->m_SemiStaticCmdsOut.SetPixelShaderStateAmbientLightCube( 5 );
pContextData->m_SemiStaticCmdsOut.CommitPixelShaderLighting( 13 );
}
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant_W( 4, info.m_nSelfIllumTint, fBlendFactor );
pContextData->m_SemiStaticCmdsOut.SetAmbientCubeDynamicStateVertexShader();
pContextData->m_SemiStaticCmdsOut.End();
}
}
if ( pShaderAPI )
{
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
if ( bHasEnvmap )
{
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nEnvmap, info.m_nEnvmapFrame );
}
bool bFlashlightShadows = false;
if ( bHasFlashlight )
{
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
{
pShader->BindTexture( SHADER_SAMPLER8, pFlashlightDepthTexture, 0 );
DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER6, TEXTURE_SHADOW_NOISE_2D );
}
SetFlashLightColorFromState( state, pShaderAPI, 28, bFlashlightNoLambert );
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
pShader->BindTexture( SHADER_SAMPLER7, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
}
// Set up light combo state
LightState_t lightState = { 0, false, false, false };
if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) )
{
pShaderAPI->GetDX9LightState( &lightState );
}
// Override the lighting desired if we have a lightmap set!
if ( bHasLightmapTexture )
{
lightState.m_bStaticLightVertex = false;
lightState.m_bStaticLightTexel = true;
// Usual case, not debugging.
if (!bHasMatLuxel)
{
pShader->BindTexture(SHADER_SAMPLER12, info.m_nLightmap);
}
else
{
float dimensions[] = { 0.0f, 0.0f, 0.0f, 0.0f };
DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_DEBUG_LUXELS );
pShader->GetTextureDimensions( &dimensions[0], &dimensions[1], info.m_nLightmap );
DynamicCmdsOut.SetPixelShaderConstant( 11, dimensions, 1 );
}
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
int numBones = pShaderAPI->GetCurrentNumBones();
bool bWriteDepthToAlpha;
bool bWriteWaterFogToAlpha;
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." );
}
else
{
//can't write a special value to dest alpha if we're actually using as-intended alpha
bWriteDepthToAlpha = false;
bWriteWaterFogToAlpha = false;
}
if ( bHasBump || bHasDiffuseWarp )
{
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 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_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_bump_vs20 );
// Bind ps_2_b shader so we can get shadow mapping...
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL this way
{
DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_bump_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_bump_ps20 );
}
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps30 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_bump_ps30 );
bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
}
#endif
}
else // !( bHasBump || bHasDiffuseWarp )
{
if ( bAmbientOnly ) // Override selected light combo to be ambient only
{
lightState.m_bAmbientLight = true;
lightState.m_bStaticLightVertex = false;
lightState.m_nNumLights = 0;
}
#ifndef _X360
if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
{
bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, lightState.m_bStaticLightVertex ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, lightState.m_bStaticLightTexel ? 1 : 0);
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_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_vs20 );
// Bind ps_2_b shader so we can get shadow mapping
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL this way
{
DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20b );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, lightState.m_bStaticLightTexel ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_LUXELS, bHasMatLuxel ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO(
LIGHTING_PREVIEW,
pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, lightState.m_bStaticLightTexel ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO(
LIGHTING_PREVIEW,
pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_ps20 );
}
}
#ifndef _X360
else
{
pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, lightState.m_bStaticLightVertex ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, lightState.m_bStaticLightTexel ? 1 : 0 );
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_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_vs30 );
DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps30 );
// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, lightState.m_bStaticLightTexel ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( DEBUG_LUXELS, bHasMatLuxel ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW,
pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_ps30 );
bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
}
#endif
}
if ( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() )
{
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() );
}
else
{
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
}
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
DynamicCmdsOut.SetPixelShaderConstant( 20, eyePos );
// Non-bump case does its own depth feathering work
if ( !bHasBump && !bHasDiffuseWarp )
{
DynamicCmdsOut.SetDepthFeatheringPixelShaderConstant( 13, GetFloatParam( info.m_nDepthBlendScale, params, 50.0f ) );
}
float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0;
float fWriteDepthToAlpha = bWriteDepthToAlpha && IsPC() ? 1 : 0;
float fWriteWaterFogToDestAlpha = (pShaderAPI->GetPixelFogCombo() == 1 && bWriteWaterFogToAlpha) ? 1 : 0;
float fVertexAlpha = bHasVertexAlpha ? 1 : 0;
// Controls for lerp-style paths through shader code (bump and non-bump have use different register)
float vShaderControls[4] = { fPixelFogType, fWriteDepthToAlpha, fWriteWaterFogToDestAlpha, fVertexAlpha };
DynamicCmdsOut.SetPixelShaderConstant( 12, vShaderControls, 1 );
// flashlightfixme: put this in common code.
if ( bHasFlashlight )
{
VMatrix worldToTexture;
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
SetFlashLightColorFromState( flashlightState, pShaderAPI, 28, bFlashlightNoLambert );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 );
pShader->BindTexture( SHADER_SAMPLER7, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
float atten_pos[8];
atten_pos[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
atten_pos[1] = flashlightState.m_fLinearAtten;
atten_pos[2] = flashlightState.m_fQuadraticAtten;
atten_pos[3] = flashlightState.m_FarZ;
atten_pos[4] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
atten_pos[5] = flashlightState.m_vecLightOrigin[1];
atten_pos[6] = flashlightState.m_vecLightOrigin[2];
atten_pos[7] = 1.0f;
DynamicCmdsOut.SetPixelShaderConstant( 22, atten_pos, 2 );
DynamicCmdsOut.SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
}
DynamicCmdsOut.End();
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
}
pShader->Draw();
/*^*/ // printf("\t\t<DrawVertexLitGeneric_DX9_Internal\n");
}
void DrawVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
if ( WantsSkinShader( params, info ) && g_pHardwareConfig->SupportsPixelShaders_2_b() && g_pConfig->UseBumpmapping() && g_pConfig->UsePhong() )
{
DrawSkin_DX9( pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression, pContextDataPtr );
return;
}
bool bReceiveFlashlight = bVertexLitGeneric;
bool bNewFlashlight = IsX360();
if ( bNewFlashlight )
{
bReceiveFlashlight = bReceiveFlashlight || ( GetIntParam( info.m_nReceiveFlashlight, params ) != 0 );
}
bool bHasFlashlight = bReceiveFlashlight && pShader->UsingFlashlight( params );
DrawVertexLitGeneric_DX9_Internal( pShader, params, pShaderAPI,
pShaderShadow, bVertexLitGeneric, bHasFlashlight, info, vertexCompression, pContextDataPtr );
}