Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "lightmappedgeneric_vs11.inc"
#include "unlitgeneric_vs11.inc"
#include "worldvertextransition_seamless.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
DEFINE_FALLBACK_SHADER( LightmappedGeneric, LightmappedGeneric_DX8 )
BEGIN_VS_SHADER( LightmappedGeneric_DX8,
"Help for LightmappedGeneric_DX8" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "amount of detail texture to apply" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_INTEGER, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" )
SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_BOOL, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" )
SHADER_PARAM( FORCEBUMP, SHADER_PARAM_TYPE_BOOL, "0", "0 == Do bumpmapping if the card says it can handle it. 1 == Always do bumpmapping." )
SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
END_SHADER_PARAMS
virtual bool ShouldUseBumpmapping( IMaterialVar **params )
{
return g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined();
}
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
if( ShouldUseBumpmapping( params ) && params[ALBEDO]->IsDefined() &&
params[BASETEXTURE]->IsDefined() &&
!( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) )
{
params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() );
}
if( IsUsingGraphics() && params[ENVMAP]->IsDefined() && !CanUseEditorMaterials() )
{
if( stricmp( params[ENVMAP]->GetStringValue(), "env_cubemap" ) == 0 )
{
Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
params[ENVMAP]->SetUndefined();
}
}
if( !params[ENVMAPMASKSCALE]->IsDefined() )
{
params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
}
if( !params[ENVMAPTINT]->IsDefined() )
{
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[SELFILLUMTINT]->IsDefined() )
{
params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[DETAILSCALE]->IsDefined() )
{
params[DETAILSCALE]->SetFloatValue( 4.0f );
}
if( !params[DETAILBLENDFACTOR]->IsDefined() )
{
params[DETAILBLENDFACTOR]->SetFloatValue( 1.0f );
}
if( !params[FRESNELREFLECTION]->IsDefined() )
{
params[FRESNELREFLECTION]->SetFloatValue( 1.0f );
}
if( !params[ENVMAPMASKFRAME]->IsDefined() )
{
params[ENVMAPMASKFRAME]->SetIntValue( 0 );
}
if( !params[ENVMAPFRAME]->IsDefined() )
{
params[ENVMAPFRAME]->SetIntValue( 0 );
}
if( !params[BUMPFRAME]->IsDefined() )
{
params[BUMPFRAME]->SetIntValue( 0 );
}
if( !params[ENVMAPCONTRAST]->IsDefined() )
{
params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
}
if( !params[ENVMAPSATURATION]->IsDefined() )
{
params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
}
if( !params[ALPHATESTREFERENCE]->IsDefined() )
{
params[ALPHATESTREFERENCE]->SetFloatValue( 0.0f );
}
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if( ShouldUseBumpmapping( params ) && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
}
// Get rid of the envmap if it's optional for this dx level.
if( params[ENVMAPOPTIONAL]->IsDefined() && (params[ENVMAPOPTIONAL]->GetIntValue() > g_pHardwareConfig->GetDXSupportLevel()) )
{
params[ENVMAP]->SetUndefined();
}
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
{
params[ENVMAP]->SetUndefined();
}
if( params[SEAMLESS_SCALE]->IsDefined() && params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
{
if( params[BUMPMAP]->IsDefined() )
{
Warning( "Can't use $bumpmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $bumpmap: %s\n", pMaterialName );
params[BUMPMAP]->SetUndefined();
}
if( params[ENVMAP]->IsDefined() )
{
Warning( "Can't use $envmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $envmap: %s\n", pMaterialName );
params[ENVMAP]->SetUndefined();
}
}
if ( !params[SEAMLESS_SCALE]->IsDefined() )
{
// zero means don't do seamless mapping.
params[SEAMLESS_SCALE]->SetFloatValue( 0.0f );
}
// Get rid of envmap if we aren't using bumpmapping
// *and* we have normalmapalphaenvmapmask *and* we don't have envmapmask elsewhere
if ( params[ENVMAP]->IsDefined() && params[BUMPMAP]->IsDefined() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) && !ShouldUseBumpmapping( params ) )
{
if ( !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) && !params[ENVMAPMASK]->IsDefined() )
{
params[ENVMAP]->SetUndefined();
}
}
}
SHADER_FALLBACK
{
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80)
return "LightmappedGeneric_DX6";
if ( IsPC() && g_pHardwareConfig->PreferReducedFillrate() )
return "LightmappedGeneric_NoBump_DX8";
return 0;
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
if( ShouldUseBumpmapping( params ) )
{
LoadBumpMap( BUMPMAP );
}
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
if (params[DETAIL]->IsDefined())
{
LoadTexture( DETAIL );
}
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
if (params[ENVMAP]->IsDefined())
{
if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
LoadCubeMap( ENVMAP );
else
LoadTexture( ENVMAP );
if( !g_pHardwareConfig->SupportsCubeMaps() )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
}
if (params[ENVMAPMASK]->IsDefined())
LoadTexture( ENVMAPMASK );
}
if( ShouldUseBumpmapping( params ) )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
}
#ifndef USE_HLSL_PIXEL_SHADERS
inline const char *GetPixelShaderName( IMaterialVar** params, bool bBumpedEnvMap )
{
static char const* s_pPixelShaders[] =
{
// Unmasked
"LightmappedGeneric_EnvMapV2",
"LightmappedGeneric_SelfIlluminatedEnvMapV2",
"LightmappedGeneric_BaseAlphaMaskedEnvMapV2",
"LightmappedGeneric_SelfIlluminatedEnvMapV2",
// Env map mask
"LightmappedGeneric_MaskedEnvMapV2",
"LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2",
"LightmappedGeneric_MaskedEnvMapV2",
"LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2",
};
if (!params[BASETEXTURE]->IsTexture())
{
if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap )
{
if (!params[ENVMAPMASK]->IsDefined() )
{
return "LightmappedGeneric_EnvmapNoTexture";
}
else
{
return "LightmappedGeneric_MaskedEnvmapNoTexture";
}
}
else
{
return "LightmappedGeneric_NoTexture";
}
}
else
{
if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap )
{
int pshIndex = 0;
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
pshIndex |= 0x1;
if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
pshIndex |= 0x2;
if (params[ENVMAPMASK]->IsTexture())
pshIndex |= 0x4;
return s_pPixelShaders[pshIndex];
}
else
{
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
return "LightmappedGeneric_SelfIlluminated";
else
return "LightmappedGeneric";
}
}
}
#endif
void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
{
bool hasEnvmap = params[ENVMAP]->IsTexture() && !bBumpedEnvMap;
bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool hasEnvmapCameraSpace = IS_FLAG_SET( MATERIAL_VAR_ENVMAPCAMERASPACE );
bool hasEnvmapSphere = IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE );
if ( hasEnvmap || hasBaseTexture || hasVertexColor || !bBumpedEnvMap )
{
SHADOW_STATE
{
// Alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f )
{
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() );
}
// Base texture on stage 0
if (params[BASETEXTURE]->IsTexture())
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
}
// Lightmap on stage 1
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION;
if ( hasEnvmap )
{
fmt |= VERTEX_NORMAL;
// envmap on stage 2
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// envmapmask on stage 3
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
}
}
if (params[BASETEXTURE]->IsTexture() || bBumpedEnvMap)
{
SetDefaultBlendingShadowState( BASETEXTURE, true );
}
else
{
SetDefaultBlendingShadowState( ENVMAPMASK, false );
}
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
{
fmt |= VERTEX_COLOR;
}
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
lightmappedgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( false );
vshIndex.SetENVMAP( hasEnvmap );
vshIndex.SetENVMAPCAMERASPACE( hasEnvmap && hasEnvmapCameraSpace );
vshIndex.SetENVMAPSPHERE( hasEnvmap && hasEnvmapSphere );
vshIndex.SetVERTEXCOLOR( hasVertexColor );
pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
const char *pshName = GetPixelShaderName( params, bBumpedEnvMap );
pShaderShadow->SetPixelShader( pshName );
DefaultFog();
}
DYNAMIC_STATE
{
if (hasBaseTexture)
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
if ( hasEnvmap )
{
BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
{
if (params[ENVMAPMASK]->IsTexture() )
BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME );
else
BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
}
if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ||
IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
{
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
}
SetEnvMapTintPixelShaderDynamicState( 2, ENVMAPTINT, -1 );
}
if ( !hasEnvmap || hasBaseTexture || hasVertexColor )
{
SetModulationVertexShaderDynamicState();
}
EnablePixelShaderOverbright( 0, true, true );
SetPixelShaderConstant( 1, SELFILLUMTINT );
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
if ( bBumpedEnvMap )
{
DrawWorldBumpedSpecularLighting(
BUMPMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME,
ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION,
BUMPTRANSFORM, FRESNELREFLECTION,
hasEnvmap || hasBaseTexture || hasVertexColor );
}
}
void DrawDetailNoEnvmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doSelfIllum )
{
SHADOW_STATE
{
// Alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// Base texture on stage 0
if (params[BASETEXTURE]->IsTexture())
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Lightmap on stage 1
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Detail on stage 2
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
int fmt = VERTEX_POSITION;
SetDefaultBlendingShadowState( BASETEXTURE, true );
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
fmt |= VERTEX_COLOR;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
lightmappedgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( true );
vshIndex.SetENVMAP( false );
vshIndex.SetENVMAPCAMERASPACE( false );
vshIndex.SetENVMAPSPHERE( false );
vshIndex.SetVERTEXCOLOR( IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
if (!params[BASETEXTURE]->IsTexture())
{
pShaderShadow->SetPixelShader("LightmappedGeneric_DetailNoTexture");
}
else
{
if (!IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || (!doSelfIllum))
{
pShaderShadow->SetPixelShader("LightmappedGeneric_Detail");
}
else
{
pShaderShadow->SetPixelShader("LightmappedGeneric_DetailSelfIlluminated");
}
}
DefaultFog();
}
DYNAMIC_STATE
{
if (params[BASETEXTURE]->IsTexture())
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
BindTexture( SHADER_SAMPLER2, DETAIL, FRAME );
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
SetModulationVertexShaderDynamicState();
EnablePixelShaderOverbright( 0, true, true );
if (doSelfIllum)
{
SetPixelShaderConstant( 1, SELFILLUMTINT );
}
float c2[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
c2[0] = c2[1] = c2[2] = c2[3] = params[DETAILBLENDFACTOR]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
inline const char *GetAdditiveEnvmapPixelShaderName( bool usingMask,
bool usingBaseTexture, bool usingBaseAlphaEnvmapMask )
{
static char const* s_pPixelShaders[] =
{
"LightmappedGeneric_AddEnvmapNoTexture",
"LightmappedGeneric_AddEnvmapMaskNoTexture",
};
if ( !usingMask && usingBaseTexture && usingBaseAlphaEnvmapMask )
return "LightmappedGeneric_AddBaseAlphaMaskedEnvMap";
int pshIndex = 0;
if (usingMask)
pshIndex |= 0x1;
return s_pPixelShaders[pshIndex];
}
void DrawAdditiveEnvmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
bool usingBaseTexture = params[BASETEXTURE]->IsTexture();
bool usingMask = params[ENVMAPMASK]->IsTexture();
bool usingBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK);
SHADOW_STATE
{
// Alpha test
pShaderShadow->EnableAlphaTest( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, false );
// envmap on stage 2
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// envmapmask on stage 3
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
}
if (params[BASETEXTURE]->IsTexture())
{
SetAdditiveBlendingShadowState( BASETEXTURE, true );
}
else
{
SetAdditiveBlendingShadowState( ENVMAPMASK, false );
}
int fmt = VERTEX_POSITION | VERTEX_NORMAL;
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
// Compute the vertex shader index.
lightmappedgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( false );
vshIndex.SetENVMAP( true );
vshIndex.SetENVMAPCAMERASPACE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) );
vshIndex.SetENVMAPSPHERE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) );
vshIndex.SetVERTEXCOLOR( false );
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
const char *pshName = GetAdditiveEnvmapPixelShaderName( usingMask,
usingBaseTexture, usingBaseAlphaEnvmapMask );
pShaderShadow->SetPixelShader( pshName );
FogToBlack();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
if (usingMask || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
{
if (usingMask)
BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME );
else
BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
}
SetPixelShaderConstant( 2, ENVMAPTINT );
if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
{
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
}
SetModulationVertexShaderDynamicState();
// Compute the vertex shader index.
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
void DrawDetailMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
{
// Mode 1 :
// Pass 1 : B * L * D + Self Illum
// Pass 2 : Add E * M
// Draw the detail w/ no envmap
DrawDetailNoEnvmap( params, pShaderAPI, pShaderShadow, true );
if ( !bBumpedEnvMap )
{
DrawAdditiveEnvmap( params, pShaderAPI, pShaderShadow );
}
else
{
DrawWorldBumpedSpecularLighting(
BUMPMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME,
ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION,
BUMPTRANSFORM, FRESNELREFLECTION,
true );
}
}
void DrawDetailUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
{
// We don't have enough textures; gotta do this in two passes if there's envmapping
if (!params[ENVMAP]->IsTexture())
{
DrawDetailNoEnvmap( params, pShaderAPI, pShaderShadow, IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) );
}
else
{
if (!params[BASETEXTURE]->IsTexture())
{
// If there's an envmap but no base texture, ignore detail
DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
}
else
{
DrawDetailMode1( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
}
}
}
void DrawUnbumpedSeamlessUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
// This is the seamless_scale version, which doesn't use $detail or $bumpmap
SHADOW_STATE
{
// three copies of the base texture for seamless blending
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// lightmap
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
worldvertextransition_seamless_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexTransition_Seamless", vshIndex.GetIndex() );
int pshIndex = 0;
pShaderShadow->SetPixelShader( "WorldVertexTransition_Seamless", pshIndex );
FogToFogColor();
}
DYNAMIC_STATE
{
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
// Texture 0..2
if( bLightingOnly )
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY );
}
else
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
}
// Texture 3 = lightmap
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
EnablePixelShaderOverbright( 0, true, true );
float fSeamlessScale = params[SEAMLESS_SCALE]->GetFloatValue();
float map_scale[4]= { fSeamlessScale, fSeamlessScale, fSeamlessScale, fSeamlessScale };
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
worldvertextransition_seamless_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
SHADER_DRAW
{
bool hasFlashlight = UsingFlashlight( params );
bool bBump = ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture() &&
(params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0);
bool bSSBump = bBump && ( params[SSBUMP]->GetIntValue() != 0 );
if( hasFlashlight )
{
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
}
else if( bBump )
{
DrawWorldBumpedUsingVertexShader(
BASETEXTURE, BASETEXTURETRANSFORM,
BUMPMAP, BUMPFRAME, BUMPTRANSFORM, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP,
ENVMAPFRAME, ENVMAPTINT, COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME, FRESNELREFLECTION,
false, -1, -1, -1, bSSBump );
}
else
{
bool bBumpedEnvMap = ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture() && params[ENVMAP]->IsTexture();
if (!params[DETAIL]->IsTexture())
{
if( params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
{
DrawUnbumpedSeamlessUsingVertexShader( params, pShaderAPI, pShaderShadow );
}
else
{
DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
}
}
else
{
DrawDetailUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
}
}
}
END_SHADER
//-----------------------------------------------------------------------------
// Version that doesn't do bumpmapping
//-----------------------------------------------------------------------------
BEGIN_INHERITED_SHADER( LightmappedGeneric_NoBump_DX8, LightmappedGeneric_DX8,
"Help for LightmappedGeneric_NoBump_DX8" )
SHADER_FALLBACK
{
if (g_pHardwareConfig->GetDXSupportLevel() < 80)
return "LightmappedGeneric_DX6";
return 0;
}
virtual bool ShouldUseBumpmapping( IMaterialVar **params )
{
if ( !g_pConfig->UseBumpmapping() )
return false;
if ( !params[BUMPMAP]->IsDefined() )
return false;
return ( params[FORCEBUMP]->GetIntValue() != 0 );
}
END_INHERITED_SHADER