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990 lines
38 KiB
990 lines
38 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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// |
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//===========================================================================// |
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#include "BaseVSShader.h" |
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#include "skin_dx9_helper.h" |
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#include "convar.h" |
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#include "cpp_shader_constant_register_map.h" |
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#include "skin_vs20.inc" |
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#include "skin_ps20b.inc" |
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#include "commandbuilder.h" |
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#ifndef _X360 |
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#include "skin_vs30.inc" |
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#include "skin_ps30.inc" |
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#endif |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT ); |
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static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT ); |
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static ConVar r_rimlight( "r_rimlight", "1", FCVAR_NONE ); |
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// Textures may be bound to the following samplers: |
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// SHADER_SAMPLER0 Base (Albedo) / Gloss in alpha |
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// SHADER_SAMPLER1 Specular warp (including iridescence) |
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// SHADER_SAMPLER2 Diffuse Lighting warp texture |
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// SHADER_SAMPLER3 Normal Map |
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// SHADER_SAMPLER4 Flashlight Shadow Depth Map |
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// SHADER_SAMPLER5 Normalization cube map |
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// SHADER_SAMPLER6 Flashlight Cookie |
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// SHADER_SAMPLER7 Specular exponent |
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// SHADER_SAMPLER8 Cubic environment map |
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// SHADER_SAMPLER9 Compressed wrinklemap |
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// SHADER_SAMPLER10 Stretched wrinklemap |
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// SHADER_SAMPLER11 Compressed wrinkle normal map |
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// SHADER_SAMPLER12 Stretched wrinkle normal map |
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// SHADER_SAMPLER13 Detail texture |
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//----------------------------------------------------------------------------- |
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// Initialize shader parameters |
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//----------------------------------------------------------------------------- |
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void InitParamsSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitGeneric_DX9_Vars_t &info ) |
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{ |
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture |
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Assert( info.m_nFlashlightTexture >= 0 ); |
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if ( g_pHardwareConfig->SupportsBorderColor() ) |
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{ |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); |
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} |
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else |
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{ |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); |
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} |
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// Write over $basetexture with $info.m_nBumpmap if we are going to be using diffuse normal mapping. |
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if( info.m_nAlbedo != -1 && g_pConfig->UseBumpmapping() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() && |
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params[info.m_nBaseTexture]->IsDefined() ) |
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{ |
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params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() ); |
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} |
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// This shader can be used with hw skinning |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
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// No texture means no env mask in base alpha |
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if ( !params[info.m_nBaseTexture]->IsDefined() ) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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} |
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// If in decal mode, no debug override... |
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) |
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{ |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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} |
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// Lots of reasons to want tangent space, since we bind a flat normal map in many cases where we don't have a bump map |
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bool bBump = (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined(); |
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bool bEnvMap = (info.m_nEnvmap != -1) && params[info.m_nEnvmap]->IsDefined(); |
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bool bDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined(); |
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bool bPhong = (info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined(); |
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if( bBump || bEnvMap || bDiffuseWarp || bPhong ) |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); |
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} |
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else |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); |
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} |
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if ( ( info.m_nSelfIllumFresnel != -1 ) && ( !params[info.m_nSelfIllumFresnel]->IsDefined() ) ) |
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{ |
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params[info.m_nSelfIllumFresnel]->SetIntValue( 0 ); |
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} |
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if ( ( info.m_nSelfIllumFresnelMinMaxExp != -1 ) && ( !params[info.m_nSelfIllumFresnelMinMaxExp]->IsDefined() ) ) |
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{ |
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params[info.m_nSelfIllumFresnelMinMaxExp]->SetVecValue( 0.0f, 1.0f, 1.0f ); |
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} |
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if ( ( info.m_nBaseMapAlphaPhongMask != -1 ) && ( !params[info.m_nBaseMapAlphaPhongMask]->IsDefined() ) ) |
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{ |
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params[info.m_nBaseMapAlphaPhongMask]->SetIntValue( 0 ); |
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} |
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if ( ( info.m_nEnvmapFresnel != -1 ) && ( !params[info.m_nEnvmapFresnel]->IsDefined() ) ) |
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{ |
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params[info.m_nEnvmapFresnel]->SetFloatValue( 0 ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Initialize shader |
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//----------------------------------------------------------------------------- |
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void InitSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitGeneric_DX9_Vars_t &info ) |
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{ |
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Assert( info.m_nFlashlightTexture >= 0 ); |
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pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB ); |
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bool bIsBaseTextureTranslucent = false; |
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if ( params[info.m_nBaseTexture]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB ); |
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if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) |
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{ |
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bIsBaseTextureTranslucent = true; |
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} |
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if ( ( info.m_nWrinkle != -1 ) && ( info.m_nStretch != -1 ) && |
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params[info.m_nWrinkle]->IsDefined() && params[info.m_nStretch]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nWrinkle, TEXTUREFLAGS_SRGB ); |
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pShader->LoadTexture( info.m_nStretch, TEXTUREFLAGS_SRGB ); |
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} |
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} |
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bool bHasSelfIllumMask = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsDefined(); |
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// No alpha channel in any of the textures? No self illum or envmapmask |
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if ( !bIsBaseTextureTranslucent ) |
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{ |
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bool bHasSelfIllumFresnel = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 ); |
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// Can still be self illum with no base alpha if using one of these alternate modes |
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if ( !bHasSelfIllumFresnel && !bHasSelfIllumMask ) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); |
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} |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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} |
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if ( (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsDefined() && |
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(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nPhongExponentTexture ); |
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} |
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if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() && |
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(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nDiffuseWarpTexture ); |
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} |
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if ( (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsDefined() && |
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(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nPhongWarpTexture ); |
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} |
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if ( info.m_nDetail != -1 && params[info.m_nDetail]->IsDefined() ) |
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{ |
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int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue(); |
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if ( nDetailBlendMode == 0 ) // Mod2X |
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pShader->LoadTexture( info.m_nDetail ); |
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else |
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pShader->LoadTexture( info.m_nDetail, TEXTUREFLAGS_SRGB ); |
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} |
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if ( g_pConfig->UseBumpmapping() ) |
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{ |
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() ) |
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{ |
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pShader->LoadBumpMap( info.m_nBumpmap ); |
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SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL ); |
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if ( ( info.m_nNormalWrinkle != -1 ) && ( info.m_nNormalStretch != -1 ) && |
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params[info.m_nNormalWrinkle]->IsDefined() && params[info.m_nNormalStretch]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nNormalWrinkle ); |
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pShader->LoadTexture( info.m_nNormalStretch ); |
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} |
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} |
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} |
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if ( params[info.m_nEnvmap]->IsDefined() ) |
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{ |
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pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 ); |
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} |
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if ( bHasSelfIllumMask ) |
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{ |
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pShader->LoadTexture( info.m_nSelfIllumMask ); |
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} |
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} |
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class CSkin_DX9_Context : public CBasePerMaterialContextData |
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{ |
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public: |
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut; |
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bool m_bFastPath; |
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}; |
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//----------------------------------------------------------------------------- |
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// Draws the shader |
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//----------------------------------------------------------------------------- |
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void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, |
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bool bHasFlashlight, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, |
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CBasePerMaterialContextData **pContextDataPtr ) |
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{ |
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bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture(); |
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bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture(); |
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bool bHasBaseTextureWrinkle = bHasBaseTexture && |
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(info.m_nWrinkle != -1) && params[info.m_nWrinkle]->IsTexture() && |
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(info.m_nStretch != -1) && params[info.m_nStretch]->IsTexture(); |
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bool bHasBumpWrinkle = bHasBump && |
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(info.m_nNormalWrinkle != -1) && params[info.m_nNormalWrinkle]->IsTexture() && |
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(info.m_nNormalStretch != -1) && params[info.m_nNormalStretch]->IsTexture(); |
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bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); |
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bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); |
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; |
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bool bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0; |
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bool bHasSelfIllumFresnel = ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 ); |
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bool bHasSelfIllumMask = ( bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture(); |
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// Tie these to specular |
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bool bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 ); |
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bool bHasSpecularExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture(); |
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bool bHasPhongTintMap = bHasSpecularExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 ); |
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bool bHasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture(); |
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bool bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture(); |
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bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); |
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#if !defined( _X360 ) |
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bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL ); |
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#endif |
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// Rimlight must be set to non-zero to trigger rim light combo (also requires Phong) |
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bool bHasRimLight = r_rimlight.GetBool() && bHasPhong && (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 ); |
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bool bHasRimMaskMap = bHasSpecularExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 ); |
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float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue(); |
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bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture(); |
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int nDetailBlendMode = ( hasDetailTexture && info.m_nDetailTextureCombineMode != -1 ) ? params[info.m_nDetailTextureCombineMode]->GetIntValue() : 0; |
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bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params ) && !bHasSelfIllum; // Pixel shader can't do both BLENDTINTBYBASEALPHA and SELFILLUM, so let selfillum win |
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float flTintReplacementAmount = GetFloatParam( info.m_nTintReplacesBaseColor, params ); |
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float flPhongExponentFactor = ( info.m_nPhongExponentFactor != -1 ) ? GetFloatParam( info.m_nPhongExponentFactor, params ) : 0.0f; |
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const bool bHasPhongExponentFactor = flPhongExponentFactor != 0.0f; |
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BlendType_t nBlendType= pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true ); |
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use |
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CSkin_DX9_Context *pContextData = reinterpret_cast< CSkin_DX9_Context *> ( *pContextDataPtr ); |
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if ( ! pContextData ) |
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{ |
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pContextData = new CSkin_DX9_Context; |
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*pContextDataPtr = pContextData; |
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} |
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if( pShader->IsSnapshotting() ) |
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{ |
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// look at color and alphamod stuff. |
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// Unlit generic never uses the flashlight |
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bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture(); |
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bool bHasNormal = params[info.m_nBumpmap]->IsTexture(); |
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bool bCanUseBaseAlphaPhongMaskFastPath = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 ); |
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if ( ! ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) ) |
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bCanUseBaseAlphaPhongMaskFastPath = true; |
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pContextData->m_bFastPath = |
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(! bHasBump ) && |
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(! bHasSpecularExponentTexture ) && |
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(! bHasPhongTintMap ) && |
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(! bHasPhongWarp ) && |
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(! bHasRimLight ) && |
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(! hasDetailTexture ) && |
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bCanUseBaseAlphaPhongMaskFastPath && |
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(! bHasSelfIllum ) && |
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(! bBlendTintByBaseAlpha ); |
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// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState |
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pShaderShadow->EnableAlphaTest( bIsAlphaTested ); |
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if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f ) |
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{ |
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() ); |
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} |
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int nShadowFilterMode = 0; |
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if( bHasFlashlight ) |
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{ |
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if (params[info.m_nBaseTexture]->IsTexture()) |
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{ |
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); |
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} |
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if( bIsAlphaTested ) |
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{ |
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// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to |
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// be the same on both the regular pass and the flashlight pass. |
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pShaderShadow->EnableAlphaTest( false ); |
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); |
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} |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->EnableDepthWrites( false ); |
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// Be sure not to write to dest alpha |
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pShaderShadow->EnableAlphaWrites( false ); |
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats |
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} |
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else // not flashlight pass |
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{ |
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if (params[info.m_nBaseTexture]->IsTexture()) |
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{ |
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pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true ); |
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} |
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if ( bHasEnvmap ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Cubic environment map |
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) |
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{ |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true ); |
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} |
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} |
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} |
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unsigned int flags = VERTEX_POSITION; |
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if( bHasNormal ) |
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{ |
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flags |= VERTEX_NORMAL; |
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} |
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int userDataSize = 0; |
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// Always enable...will bind white if nothing specified... |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Base (albedo) compression map |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Base (albedo) expansion map |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, true ); |
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} |
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if( bHasDiffuseWarp ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Diffuse warp texture |
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} |
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if( bHasPhongWarp ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Specular warp texture |
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} |
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// Specular exponent map or dummy |
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Specular exponent map |
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if( bHasFlashlight ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map |
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true ); |
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userDataSize = 4; // tangent S |
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} |
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// Always enable, since flat normal will be bound |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map |
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userDataSize = 4; // tangent S |
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map |
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if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal compression map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // Normal expansion map |
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} |
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if ( hasDetailTexture ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); |
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if ( nDetailBlendMode != 0 ) //Not Mod2X |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER13, true ); |
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} |
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if ( bHasSelfIllum ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); |
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} |
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if( bHasVertexColor || bHasVertexAlpha ) |
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{ |
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flags |= VERTEX_COLOR; |
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} |
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pShaderShadow->EnableSRGBWrite( true ); |
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// texcoord0 : base texcoord, texcoord2 : decal hw morph delta |
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int pTexCoordDim[3] = { 2, 0, 3 }; |
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int nTexCoordCount = 1; |
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#ifndef _X360 |
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// Special morphed decal information |
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if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() ) |
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{ |
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nTexCoordCount = 3; |
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} |
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#endif |
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// This shader supports compressed vertices, so OR in that flag: |
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flags |= VERTEX_FORMAT_COMPRESSED; |
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pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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DECLARE_STATIC_VERTEX_SHADER( skin_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); |
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SET_STATIC_VERTEX_SHADER( skin_vs20 ); |
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// Assume we're only going to get in here if we support 2b |
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DECLARE_STATIC_PIXEL_SHADER( skin_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong ); |
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SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong ); |
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SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); |
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SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath ); |
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SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha ); |
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SET_STATIC_PIXEL_SHADER( skin_ps20b ); |
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} |
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#ifndef _X360 |
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else |
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{ |
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// The vertex shader uses the vertex id stream |
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SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); |
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DECLARE_STATIC_VERTEX_SHADER( skin_vs30 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal ); |
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SET_STATIC_VERTEX_SHADER( skin_vs30 ); |
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DECLARE_STATIC_PIXEL_SHADER( skin_ps30 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong ); |
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SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong ); |
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SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); |
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SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); |
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SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath ); |
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SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha ); |
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SET_STATIC_PIXEL_SHADER( skin_ps30 ); |
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} |
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#endif |
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if( bHasFlashlight ) |
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{ |
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pShader->FogToBlack(); |
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} |
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else |
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{ |
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pShader->DefaultFog(); |
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} |
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// HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff |
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pShaderShadow->EnableAlphaWrites( bFullyOpaque ); |
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} |
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else // not snapshotting -- begin dynamic state |
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{ |
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bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture(); |
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if( bHasBaseTexture ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); |
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} |
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else |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); |
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} |
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if ( bHasBaseTextureWrinkle ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame ); |
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pShader->BindTexture( SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame ); |
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} |
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else if ( bHasBumpWrinkle ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER9, info.m_nBaseTexture, info.m_nBaseTextureFrame ); |
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pShader->BindTexture( SHADER_SAMPLER10, info.m_nBaseTexture, info.m_nBaseTextureFrame ); |
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} |
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if( bHasDiffuseWarp && bHasPhong ) |
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{ |
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if ( r_lightwarpidentity.GetBool() ) |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP ); |
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} |
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else |
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{ |
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pShader->BindTexture( SHADER_SAMPLER2, info.m_nDiffuseWarpTexture ); |
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} |
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} |
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if( bHasPhongWarp ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nPhongWarpTexture ); |
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} |
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if( bHasSpecularExponentTexture && bHasPhong ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER7, info.m_nPhongExponentTexture ); |
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} |
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else |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE ); |
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} |
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if( !g_pConfig->m_bFastNoBump ) |
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{ |
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if( bHasBump ) |
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pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame ); |
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else |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); |
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if ( bHasBumpWrinkle ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame ); |
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pShader->BindTexture( SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame ); |
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} |
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else if ( bHasBaseTextureWrinkle ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame ); |
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pShader->BindTexture( SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame ); |
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} |
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} |
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else |
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{ |
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if( bHasBump ) |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); |
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} |
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if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT ); |
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} |
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} |
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if ( hasDetailTexture ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame ); |
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} |
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if ( bHasSelfIllum ) |
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{ |
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if ( bHasSelfIllumMask ) // Separate texture for self illum? |
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{ |
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pShader->BindTexture( SHADER_SAMPLER14, info.m_nSelfIllumMask ); // Bind it |
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} |
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else // else |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK ); // Bind dummy |
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} |
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} |
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LightState_t lightState = { 0, false, false }; |
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bool bFlashlightShadows = false; |
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if( bHasFlashlight ) |
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{ |
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Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); |
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pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); |
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VMatrix worldToTexture; |
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ITexture *pFlashlightDepthTexture; |
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FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); |
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bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ); |
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SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); |
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if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D ); |
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} |
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} |
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else // no flashlight |
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{ |
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if ( bHasEnvmap ) |
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{ |
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pShader->BindTexture( SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame ); |
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} |
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pShaderAPI->GetDX9LightState( &lightState ); |
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} |
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); |
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int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; |
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int numBones = pShaderAPI->GetCurrentNumBones(); |
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// don't have an easy way to get this through to GLM, so just print it old school |
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//printf("\n-D- DrawSkin_DX9_Internal numBones is %d", numBones ); |
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bool bWriteDepthToAlpha = false; |
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bool bWriteWaterFogToAlpha = false; |
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if( bFullyOpaque ) |
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{ |
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bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); |
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bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); |
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AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); |
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} |
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#ifndef _X360 |
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if ( !g_pHardwareConfig->HasFastVertexTextures() ) |
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#endif |
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{ |
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bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); |
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DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); |
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SET_DYNAMIC_VERTEX_SHADER( skin_vs20 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps20b ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PHONG_USE_EXPONENT_FACTOR, bHasPhongExponentFactor ); |
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SET_DYNAMIC_PIXEL_SHADER( skin_ps20b ); |
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} |
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#ifndef _X360 |
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else |
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{ |
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pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); |
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DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs30 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); |
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SET_DYNAMIC_VERTEX_SHADER( skin_vs30 ); |
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DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps30 ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PHONG_USE_EXPONENT_FACTOR, bHasPhongExponentFactor ); |
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SET_DYNAMIC_PIXEL_SHADER( skin_ps30 ); |
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bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal }; |
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pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); |
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} |
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#endif |
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); |
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if( bHasBump ) |
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{ |
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); |
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} |
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if ( hasDetailTexture ) |
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{ |
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if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) ) |
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pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, |
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info.m_nDetailTextureTransform, |
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info.m_nDetailScale ); |
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else |
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pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, |
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info.m_nBaseTextureTransform, |
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info.m_nDetailScale ); |
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} |
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pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); |
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pShader->SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor ); |
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bool bInvertPhongMask = ( info.m_nInvertPhongMask != -1 ) && ( params[info.m_nInvertPhongMask]->GetIntValue() != 0 ); |
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float fInvertPhongMask = bInvertPhongMask ? 1 : 0; |
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bool bHasBaseAlphaPhongMask = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 ); |
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float fHasBaseAlphaPhongMask = bHasBaseAlphaPhongMask ? 1 : 0; |
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// Controls for lerp-style paths through shader code |
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float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f/*unused*/, flTintReplacementAmount, fInvertPhongMask }; |
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pShaderAPI->SetPixelShaderConstant( PSREG_CONSTANT_27, vShaderControls, 1 ); |
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if ( hasDetailTexture ) |
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{ |
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#if 0 // needs constant change |
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if ( info.m_nDetailTint != -1 ) |
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pShader->SetPixelShaderConstantGammaToLinear( 10, info.m_nDetailTint ); |
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else |
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{ |
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float boring_tint[4]={1,1,1,1}; |
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pShaderAPI->SetPixelShaderConstant( 10, boring_tint, 1 ); |
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} |
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#endif |
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} |
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if ( bHasSelfIllumFresnel && !bHasFlashlight ) |
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{ |
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float vConstScaleBiasExp[4] = { 1.0f, 0.0f, 1.0f, 0.0f }; |
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float flMin = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[0] : 0.0f; |
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float flMax = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[1] : 1.0f; |
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float flExp = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[2] : 1.0f; |
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vConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias |
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vConstScaleBiasExp[0] = 1.0f - vConstScaleBiasExp[1]; // Scale |
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vConstScaleBiasExp[2] = flExp; // Exp |
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vConstScaleBiasExp[3] = flMax; // Brightness |
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|
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pShaderAPI->SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 ); |
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} |
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|
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pShader->SetAmbientCubeDynamicStateVertexShader(); |
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|
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if( !bHasFlashlight ) |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); |
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|
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// Setting .x to 1 means to apply Fresnel to env map. Setting w to 1 means use separate selfillummask |
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float vEnvMapFresnel_SelfIllumMask[4] = {0.0f, 0.0f, 0.0f, 0.0f}; |
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vEnvMapFresnel_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f; |
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|
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if( bHasEnvmap ) |
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{ |
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float vEnvMapTint_MaskControl[4] = {1.0f, 1.0f, 1.0f, 0.0f}; |
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|
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// If we have a tint, grab it |
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if ( (info.m_nEnvmapTint != -1) && params[info.m_nEnvmapTint]->IsDefined() ) |
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params[info.m_nEnvmapTint]->GetVecValue(vEnvMapTint_MaskControl, 3); |
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|
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// Set control for source of env map mask (normal alpha or base alpha) |
|
vEnvMapTint_MaskControl[3] = bHasNormalMapAlphaEnvmapMask ? 1.0f : 0.0f; |
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|
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if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() ) |
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vEnvMapFresnel_SelfIllumMask[0] = params[info.m_nEnvmapFresnel]->GetFloatValue(); |
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|
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// Handle mat_fullbright 2 (diffuse lighting only with 50% gamma space basetexture) |
|
if( bLightingOnly ) |
|
{ |
|
vEnvMapTint_MaskControl[0] = vEnvMapTint_MaskControl[1] = vEnvMapTint_MaskControl[2] = 0.0f; |
|
} |
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|
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pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 ); |
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} |
|
|
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pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK, vEnvMapFresnel_SelfIllumMask, 1 ); |
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} |
|
|
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pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight |
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pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); |
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|
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// Pack Phong exponent in with the eye position |
|
float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {1, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1}; |
|
float vSpecularTint[4] = {1, 1, 1, 4}; |
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pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); |
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|
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// If we have a phong exponent factor, then use that as a multiplier against the texture. |
|
if ( bHasPhongExponentFactor ) |
|
{ |
|
vEyePos_SpecExponent[3] = flPhongExponentFactor; |
|
} |
|
else |
|
{ |
|
// Use the alpha channel of the normal map for the exponent by default |
|
vEyePos_SpecExponent[3] = -1.f; |
|
if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() ) |
|
{ |
|
float fValue = params[info.m_nPhongExponent]->GetFloatValue(); |
|
if ( fValue > 0.f ) |
|
{ |
|
// Nonzero value in material overrides map channel |
|
vEyePos_SpecExponent[3] = fValue; |
|
} |
|
} |
|
} |
|
|
|
// Get the tint parameter |
|
if ( (info.m_nPhongTint != -1) && params[info.m_nPhongTint]->IsDefined() ) |
|
{ |
|
params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 3); |
|
} |
|
|
|
// Get the rim light power (goes in w of Phong tint) |
|
if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() ) |
|
{ |
|
vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue(); |
|
vSpecularTint[3] = max(vSpecularTint[3], 1.0f); // Make sure this is at least 1 |
|
} |
|
|
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// Get the rim boost (goes in w of flashlight position) |
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if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() ) |
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{ |
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vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue(); |
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} |
|
|
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if ( !bHasFlashlight ) |
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{ |
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float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code |
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vRimMaskControl[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f; |
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|
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// Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term |
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pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 ); |
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} |
|
|
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// If it's all zeros, there was no constant tint in the vmt |
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if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) ) |
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{ |
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if ( bHasPhongTintMap ) // If we have a map to use, tell the shader |
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{ |
|
vSpecularTint[0] = -1; |
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} |
|
else // Otherwise, just tint with white |
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{ |
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vSpecularTint[0] = 1.0f; |
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vSpecularTint[1] = 1.0f; |
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vSpecularTint[2] = 1.0f; |
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} |
|
} |
|
|
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// handle mat_fullbright 2 (diffuse lighting only) |
|
if( bLightingOnly ) |
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{ |
|
// BASETEXTURE |
|
if( bHasSelfIllum && !bHasFlashlight ) |
|
{ |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); |
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} |
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else |
|
{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); |
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} |
|
|
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// DETAILTEXTURE |
|
if ( hasDetailTexture ) |
|
{ |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER13, TEXTURE_GREY ); |
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} |
|
|
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// turn off specularity |
|
vSpecularTint[0] = vSpecularTint[1] = vSpecularTint[2] = 0.0f; |
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} |
|
|
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if ( (info.m_nPhongFresnelRanges != -1) && params[info.m_nPhongFresnelRanges]->IsDefined() ) |
|
{ |
|
params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional Fresnel range parameters |
|
// Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2) |
|
vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2; |
|
vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2; |
|
} |
|
|
|
if ( (info.m_nPhongBoost != -1 ) && params[info.m_nPhongBoost]->IsDefined()) // Grab optional Phong boost param |
|
vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue(); |
|
else |
|
vFresnelRanges_SpecBoost[3] = 1.0f; |
|
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); |
|
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass |
|
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); |
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); |
|
|
|
// flashlightfixme: put this in common code. |
|
if( bHasFlashlight ) |
|
{ |
|
VMatrix worldToTexture; |
|
float atten[4], pos[4], tweaks[4]; |
|
|
|
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture ); |
|
SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); |
|
|
|
pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); |
|
|
|
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors |
|
atten[1] = flashlightState.m_fLinearAtten; |
|
atten[2] = flashlightState.m_fQuadraticAtten; |
|
atten[3] = flashlightState.m_FarZ; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 ); |
|
|
|
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin |
|
pos[1] = flashlightState.m_vecLightOrigin[1]; |
|
pos[2] = flashlightState.m_vecLightOrigin[2]; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost |
|
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 ); |
|
|
|
// Tweaks associated with a given flashlight |
|
tweaks[0] = ShadowFilterFromState( flashlightState ); |
|
tweaks[1] = ShadowAttenFromState( flashlightState ); |
|
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); |
|
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 ); |
|
|
|
// Dimensions of screen, used for screen-space noise map sampling |
|
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; |
|
int nWidth, nHeight; |
|
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); |
|
vScreenScale[0] = (float) nWidth / 32.0f; |
|
vScreenScale[1] = (float) nHeight / 32.0f; |
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); |
|
|
|
if ( IsX360() ) |
|
{ |
|
pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); |
|
} |
|
} |
|
} |
|
pShader->Draw(); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Draws the shader |
|
//----------------------------------------------------------------------------- |
|
extern ConVar r_flashlight_version2; |
|
void DrawSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, |
|
VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, |
|
CBasePerMaterialContextData **pContextDataPtr ) |
|
|
|
{ |
|
bool bHasFlashlight = pShader->UsingFlashlight( params ); |
|
if ( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) ) |
|
{ |
|
DrawSkin_DX9_Internal( pShader, params, pShaderAPI, |
|
pShaderShadow, false, info, vertexCompression, pContextDataPtr++ ); |
|
if ( pShaderShadow ) |
|
{ |
|
pShader->SetInitialShadowState( ); |
|
} |
|
} |
|
DrawSkin_DX9_Internal( pShader, params, pShaderAPI, |
|
pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr ); |
|
}
|
|
|