Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================
#include "lightmappedgeneric_dx9_helper.h"
#include "BaseVSShader.h"
#include "commandbuilder.h"
#include "convar.h"
#include "lightmappedgeneric_ps20.inc"
#include "lightmappedgeneric_vs20.inc"
#include "lightmappedgeneric_ps20b.inc"
#include "tier0/memdbgon.h"
ConVar mat_disable_lightwarp( "mat_disable_lightwarp", "0" );
ConVar mat_disable_fancy_blending( "mat_disable_fancy_blending", "0" );
ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
ConVar my_mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
extern ConVar r_flashlight_version2;
class CLightmappedGeneric_DX9_Context : public CBasePerMaterialContextData
{
public:
uint8 *m_pStaticCmds;
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut;
bool m_bVertexShaderFastPath;
bool m_bPixelShaderFastPath;
bool m_bPixelShaderForceFastPathBecauseOutline;
bool m_bFullyOpaque;
bool m_bFullyOpaqueWithoutAlphaTest;
void ResetStaticCmds( void )
{
if ( m_pStaticCmds )
{
delete[] m_pStaticCmds;
m_pStaticCmds = NULL;
}
}
CLightmappedGeneric_DX9_Context( void )
{
m_pStaticCmds = NULL;
}
~CLightmappedGeneric_DX9_Context( void )
{
ResetStaticCmds();
}
};
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
{
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
params[info.m_nBaseTexture]->IsDefined() &&
!( params[info.m_nNoDiffuseBumpLighting]->IsDefined() && params[info.m_nNoDiffuseBumpLighting]->GetIntValue() ) )
{
params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
}
if( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() )
{
if( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 )
{
Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
params[info.m_nEnvmap]->SetUndefined();
}
}
if ( (mat_disable_lightwarp.GetBool() ) &&
(info.m_nLightWarpTexture != -1) )
{
params[info.m_nLightWarpTexture]->SetUndefined();
}
if ( (mat_disable_fancy_blending.GetBool() ) &&
(info.m_nBlendModulateTexture != -1) )
{
params[info.m_nBlendModulateTexture]->SetUndefined();
}
if( !params[info.m_nEnvmapTint]->IsDefined() )
params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() )
params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 );
if( !params[info.m_nSelfIllumTint]->IsDefined() )
params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[info.m_nDetailScale]->IsDefined() )
params[info.m_nDetailScale]->SetFloatValue( 4.0f );
if ( !params[info.m_nDetailTint]->IsDefined() )
params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f );
InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
InitIntParam( info.m_nDetailTextureCombineMode, params, 0 );
if( !params[info.m_nFresnelReflection]->IsDefined() )
params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
if( !params[info.m_nEnvmapMaskFrame]->IsDefined() )
params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 );
if( !params[info.m_nEnvmapFrame]->IsDefined() )
params[info.m_nEnvmapFrame]->SetIntValue( 0 );
if( !params[info.m_nBumpFrame]->IsDefined() )
params[info.m_nBumpFrame]->SetIntValue( 0 );
if( !params[info.m_nDetailFrame]->IsDefined() )
params[info.m_nDetailFrame]->SetIntValue( 0 );
if( !params[info.m_nEnvmapContrast]->IsDefined() )
params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
if( !params[info.m_nEnvmapSaturation]->IsDefined() )
params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
InitFloatParam( info.m_nAlphaTestReference, params, 0.0f );
// No texture means no self-illum or env mask in base alpha
if ( !params[info.m_nBaseTexture]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
if( params[info.m_nBumpmap]->IsDefined() )
{
params[info.m_nEnvmapMask]->SetUndefined();
}
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0) )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
}
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
{
params[info.m_nEnvmap]->SetUndefined();
}
if( !params[info.m_nBaseTextureNoEnvmap]->IsDefined() )
{
params[info.m_nBaseTextureNoEnvmap]->SetIntValue( 0 );
}
if( !params[info.m_nBaseTexture2NoEnvmap]->IsDefined() )
{
params[info.m_nBaseTexture2NoEnvmap]->SetIntValue( 0 );
}
if( ( info.m_nSelfShadowedBumpFlag != -1 ) &&
( !params[info.m_nSelfShadowedBumpFlag]->IsDefined() )
)
{
params[info.m_nSelfShadowedBumpFlag]->SetIntValue( 0 );
}
// handle line art parms
InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 );
InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 );
InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );
}
void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info )
{
if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap );
}
if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap2]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap2 );
}
if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpMask]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpMask );
}
if (params[info.m_nBaseTexture]->IsDefined())
{
pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
if (!params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent())
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
if (params[info.m_nBaseTexture2]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture2, TEXTUREFLAGS_SRGB );
}
if (params[info.m_nLightWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nLightWarpTexture );
}
if ((info.m_nBlendModulateTexture != -1) &&
(params[info.m_nBlendModulateTexture]->IsDefined()) )
{
pShader->LoadTexture( info.m_nBlendModulateTexture );
}
if (params[info.m_nDetail]->IsDefined())
{
int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
nDetailBlendMode = nDetailBlendMode > 1 ? 1 : nDetailBlendMode;
pShader->LoadTexture( info.m_nDetail, nDetailBlendMode != 0 ? TEXTUREFLAGS_SRGB : 0 );
}
pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
// 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[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 );
}
if ( !g_pHardwareConfig->SupportsCubeMaps() )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
}
if ( params[info.m_nEnvmapMask]->IsDefined() )
{
pShader->LoadTexture( info.m_nEnvmapMask );
}
}
else
{
params[info.m_nEnvmapMask]->SetUndefined();
}
// We always need this because of the flashlight.
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar** params, bool hasFlashlight,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
LightmappedGeneric_DX9_Vars_t &info,
CBasePerMaterialContextData **pContextDataPtr
)
{
CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr );
if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged || hasFlashlight )
{
bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask;
BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture );
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use
bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested;
bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow;
if ( ! pContextData ) // make sure allocated
{
pContextData = new CLightmappedGeneric_DX9_Context;
*pContextDataPtr = pContextData;
}
bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && ( !g_pHardwareConfig->PreferReducedFillrate() );
bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() );
bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture();
bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture();
bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture();
bool hasDetailTexture = params[info.m_nDetail]->IsTexture();
bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum &&
!hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0);
bool bHasBlendModulateTexture =
(info.m_nBlendModulateTexture != -1) &&
(params[info.m_nBlendModulateTexture]->IsTexture() );
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
if ( hasFlashlight && !IsX360() )
{
// !!speed!! do this in the caller so we don't build struct every time
CBaseVSShader::DrawFlashlight_dx90_Vars_t vars;
vars.m_bBump = hasBump;
vars.m_nBumpmapVar = info.m_nBumpmap;
vars.m_nBumpmapFrame = info.m_nBumpFrame;
vars.m_nBumpTransform = info.m_nBumpTransform;
vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture;
vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame;
vars.m_bLightmappedGeneric = true;
vars.m_bWorldVertexTransition = hasBaseTexture2;
vars.m_nBaseTexture2Var = info.m_nBaseTexture2;
vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame;
vars.m_nBumpmap2Var = info.m_nBumpmap2;
vars.m_nBumpmap2Frame = info.m_nBumpFrame2;
vars.m_nBump2Transform = info.m_nBumpTransform2;
vars.m_nAlphaTestReference = info.m_nAlphaTestReference;
vars.m_bSSBump = hasSSBump;
vars.m_nDetailVar = info.m_nDetail;
vars.m_nDetailScale = info.m_nDetailScale;
vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode;
vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor;
vars.m_nDetailTint = info.m_nDetailTint;
if ( ( info.m_nSeamlessMappingScale != -1 ) )
vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue();
else
vars.m_fSeamlessScale = 0.0;
pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars );
return;
}
pContextData->m_bFullyOpaque = bFullyOpaque;
pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest;
bool bHasOutline = IsBoolSet( info.m_nOutline, params );
pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline;
bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params );
bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
if ( pShaderShadow || bNeedRegenStaticCmds )
{
bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0);
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) &&
( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) );
if ( bNeedRegenStaticCmds )
{
pContextData->ResetStaticCmds();
CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
if( !hasBaseTexture )
{
if( hasEnvmap )
{
// if we only have an envmap (no basetexture), then we want the albedo to be black.
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK );
}
else
{
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
}
}
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
if ( bSeamlessMapping )
{
staticCmdsBuf.SetVertexShaderConstant4(
VERTEX_SHADER_SHADER_SPECIFIC_CONST_0,
params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 );
}
staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 );
staticCmdsBuf.SetPixelShaderFogParams( 11 );
staticCmdsBuf.End();
// now, copy buf
pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()];
memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() );
}
if ( pShaderShadow )
{
// Alpha test: FIXME: shouldn't this be handled in Shader_t::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() );
}
pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture );
unsigned int flags = VERTEX_POSITION;
// base texture
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
if ( hasLightWarpTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
}
if ( bHasBlendModulateTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
}
if ( hasBaseTexture2 )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );
}
// if( hasLightmap )
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
}
else
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
}
if( hasEnvmap || ( IsX360() && hasFlashlight ) )
{
if( hasEnvmap )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
}
}
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
}
int nDetailBlendMode = 0;
if ( hasDetailTexture )
{
nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params );
ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue();
if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP )
{
if ( hasBump )
nDetailBlendMode = 10; // ssbump
else
nDetailBlendMode = 11; // ssbump_nobump
}
}
if( hasDetailTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER12, true );
bool bSRGBState = ( nDetailBlendMode == 1 );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState );
}
if( hasBump || hasNormalMapAlphaEnvmapMask )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
}
if( hasBump2 )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
}
if( hasBumpMask )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
}
if( hasEnvmapMask )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
}
if( hasFlashlight && IsX360() )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 );
pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
}
if( hasVertexColor || hasBaseTexture2 || hasBump2 )
{
flags |= VERTEX_COLOR;
}
// texcoord0 : base texcoord
// texcoord1 : lightmap texcoord
// texcoord2 : lightmap texcoord offset
int numTexCoords = 2;
if( hasBump )
{
numTexCoords = 3;
}
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
// Pre-cache pixel shaders
bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
int bumpmap_variant=(hasSSBump) ? 2 : hasBump;
bool bMaskedBlending=( (info.m_nMaskedBlending != -1) &&
(params[info.m_nMaskedBlending]->GetIntValue() != 0) );
DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask );
SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump );
SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask );
bool bReliefMapping = false; //( bumpmap_variant == 2 ) && ( ! bSeamlessMapping );
SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );//bReliefMapping );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
#ifdef _X360
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
#endif
SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
SET_STATIC_PIXEL_SHADER_COMBO( RELIEF_MAPPING, bReliefMapping );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, (int) NORMAL_DECODE_NONE );
5 years ago
#ifdef _X360
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
#endif
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
}
else
{
DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!)
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
}
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff and writing depth to dest alpha
// But only do it if we're not using the alpha already for translucency
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
pShaderShadow->EnableSRGBWrite( true );
pShader->DefaultFog();
} // end shadow state
} // end shadow || regen display list
if ( pShaderAPI && pContextData->m_bMaterialVarsChanged )
{
// need to regenerate the semistatic cmds
pContextData->m_SemiStaticCmdsOut.Reset();
pContextData->m_bMaterialVarsChanged = false;
bool bHasBlendMaskTransform= (
(info.m_nBlendMaskTransform != -1) &&
(info.m_nMaskedBlending != -1) &&
(params[info.m_nMaskedBlending]->GetIntValue() ) &&
( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) );
// If we don't have a texture transform, we don't have
// to set vertex shader constants or run vertex shader instructions
// for the texture transform.
bool bHasTextureTransform =
!( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() &&
params[info.m_nBumpTransform]->MatrixIsIdentity() &&
params[info.m_nBumpTransform2]->MatrixIsIdentity() &&
params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() );
bHasTextureTransform |= bHasBlendMaskTransform;
pContextData->m_bVertexShaderFastPath = !bHasTextureTransform;
if( params[info.m_nDetail]->IsTexture() )
{
pContextData->m_bVertexShaderFastPath = false;
}
if (bHasBlendMaskTransform)
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform(
VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, info.m_nBlendMaskTransform );
}
if ( ! pContextData->m_bVertexShaderFastPath )
{
bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) &&
( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) );
bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
if (!bSeamlessMapping )
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
// If we have a detail texture, then the bump texcoords are the same as the base texcoords.
if( hasBump && !hasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
}
if( hasEnvmapMask )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
}
else if ( hasBump2 )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 );
}
}
pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint );
// set up shader modulation color
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
pShader->ComputeModulationColor( color );
float flLScale = pShaderAPI->GetLightMapScaleFactor();
color[0] *= flLScale;
color[1] *= flLScale;
color[2] *= flLScale;
pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f;
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color );
if ( hasDetailTexture )
{
float detailTintAndBlend[4] = {1, 1, 1, 1};
if ( info.m_nDetailTint != -1 )
{
params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 );
}
detailTintAndBlend[3] = fDetailBlendFactor;
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend );
}
float envmapTintVal[4];
float selfIllumTintVal[4];
params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 );
params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 );
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue();
float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue();
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
pContextData->m_bPixelShaderFastPath = true;
bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f);
bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f);
bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f);
if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular )
{
pContextData->m_bPixelShaderFastPath = false;
}
if( !pContextData->m_bPixelShaderFastPath )
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 );
pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() );
pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() );
float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue();
// [ 0, 0, 1-R(0), R(0) ]
pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel );
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() );
}
else
{
if ( bHasOutline )
{
float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ),
GetFloatParam( info.m_nOutlineStart1, params ),
GetFloatParam( info.m_nOutlineEnd0, params ),
GetFloatParam( info.m_nOutlineEnd1, params ),
0,0,0,
GetFloatParam( info.m_nOutlineAlpha, params ) };
if ( info.m_nOutlineColor != -1 )
{
params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 );
}
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 );
}
if ( bHasSoftEdges )
{
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4(
4, GetFloatParam( info.m_nEdgeSoftnessStart, params ),
GetFloatParam( info.m_nEdgeSoftnessEnd, params ),
0,0 );
}
}
// texture binds
if( hasBaseTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
// handle mat_fullbright 2
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
if( bLightingOnly )
{
// BASE TEXTURE
if( hasSelfIllum )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
}
// BASE TEXTURE 2
if( hasBaseTexture2 )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY );
}
// DETAIL TEXTURE
if( hasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY );
}
// disable color modulation
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
// turn off environment mapping
envmapTintVal[0] = 0.0f;
envmapTintVal[1] = 0.0f;
envmapTintVal[2] = 0.0f;
}
// always set the transform for detail textures since I'm assuming that you'll
// always have a detailscale.
if( hasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
}
if( hasBaseTexture2 )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame );
}
if( hasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame );
}
if( hasBump || hasNormalMapAlphaEnvmapMask )
{
if( !g_pConfig->m_bFastNoBump )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame );
5 years ago
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT );
}
}
if( hasBump2 )
{
if( !g_pConfig->m_bFastNoBump )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 );
5 years ago
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT );
}
}
if( hasBumpMask )
{
if( !g_pConfig->m_bFastNoBump )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 );
5 years ago
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT );
}
}
if( hasEnvmapMask )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
}
if ( hasLightWarpTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 );
}
if ( bHasBlendModulateTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 );
}
pContextData->m_SemiStaticCmdsOut.End();
}
}
DYNAMIC_STATE
{
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
DynamicCmdsOut.Call( pContextData->m_pStaticCmds );
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
if( hasEnvmap )
{
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame );
}
int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );
bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath;
if( nFixedLightingMode != 0 )
{
if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline )
nFixedLightingMode = 0;
else
bVertexShaderFastPath = false;
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath );
SET_DYNAMIC_VERTEX_SHADER_COMBO(
LIGHTING_PREVIEW,
(nFixedLightingMode)?1:0
);
SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs20 );
bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath;
if( nFixedLightingMode !=0 )
{
bPixelShaderFastPath = false;
}
bool bWriteDepthToAlpha;
bool bWriteWaterFogToAlpha;
if( pContextData->m_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;
}
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20 );
}
if( hasFlashlight && IsX360() )
{
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 );
SetFlashLightColorFromState( flashlightState, pShaderAPI );
float atten[4], pos[4];
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;
DynamicCmdsOut.SetPixelShaderConstant( 13, atten, 1 );
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
pos[1] = flashlightState.m_vecLightOrigin[1];
pos[2] = flashlightState.m_vecLightOrigin[2];
DynamicCmdsOut.SetPixelShaderConstant( 14, pos, 1 );
pShader->BindTexture( SHADER_SAMPLER13, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
{
pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture, 0 );
DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D );
// Tweaks associated with a given flashlight
float tweaks[4];
tweaks[0] = ShadowFilterFromState( flashlightState );
tweaks[1] = ShadowAttenFromState( flashlightState );
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
DynamicCmdsOut.SetPixelShaderConstant( 19, 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;
DynamicCmdsOut.SetPixelShaderConstant( 31, vScreenScale, 1 );
}
}
DynamicCmdsOut.End();
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
}
pShader->Draw();
if( IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest )
{
//Alpha testing makes it so we can't write to dest alpha
//Writing to depth makes it so later polygons can't write to dest alpha either
//This leads to situations with garbage in dest alpha.
//Fix it now by converting depth to dest alpha for any pixels that just wrote.
pShader->DrawEqualDepthToDestAlpha();
}
}
void DrawLightmappedGeneric_DX9(CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
LightmappedGeneric_DX9_Vars_t &info,
CBasePerMaterialContextData **pContextDataPtr )
{
bool hasFlashlight = pShader->UsingFlashlight( params );
if ( !IsX360() && !r_flashlight_version2.GetInt() )
{
DrawLightmappedGeneric_DX9_Internal( pShader, params, hasFlashlight, pShaderAPI, pShaderShadow, info, pContextDataPtr );
return;
}
DrawLightmappedGeneric_DX9_Internal( pShader, params, hasFlashlight, pShaderAPI, pShaderShadow, info, pContextDataPtr );
}