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500 lines
17 KiB
500 lines
17 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "BaseVSShader.h" |
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#include "convar.h" |
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#include "lightmappedgeneric_vs20.inc" |
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#include "WorldTwoTextureBlend_ps20.inc" |
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#include "WorldTwoTextureBlend_ps20b.inc" |
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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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extern ConVar r_flashlight_version2; |
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// FIXME: Need to make a dx9 version so that "CENTROID" works. |
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BEGIN_VS_SHADER( WorldTwoTextureBlend, |
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"Help for WorldTwoTextureBlend" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 ) |
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "albedo (Base texture with no baked lighting)" ) |
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) |
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" ) |
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) |
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" ) |
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SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", |
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"If this is 1, then when detail alpha=0, no base texture is blended and when " |
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"detail alpha=1, you get detail*base*lightmap" ) |
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" ) |
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SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" ) |
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END_SHADER_PARAMS |
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SHADER_FALLBACK |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
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return "WorldTwoTextureBlend_DX6"; |
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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return "WorldTwoTextureBlend_DX8"; |
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return 0; |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() ) |
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{ |
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params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 ); |
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} |
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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 $albedo if we are going to be using diffuse normal mapping. |
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if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && params[ALBEDO]->IsDefined() && |
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params[BASETEXTURE]->IsDefined() && |
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!( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) ) |
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{ |
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params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() ); |
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} |
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if( !params[NODIFFUSEBUMPLIGHTING]->IsDefined() ) |
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{ |
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params[NODIFFUSEBUMPLIGHTING]->SetIntValue( 0 ); |
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} |
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if( !params[SELFILLUMTINT]->IsDefined() ) |
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{ |
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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} |
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if( !params[DETAILSCALE]->IsDefined() ) |
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{ |
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params[DETAILSCALE]->SetFloatValue( 4.0f ); |
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} |
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if( !params[BUMPFRAME]->IsDefined() ) |
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{ |
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params[BUMPFRAME]->SetIntValue( 0 ); |
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} |
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if( !params[DETAILFRAME]->IsDefined() ) |
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{ |
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params[DETAILFRAME]->SetIntValue( 0 ); |
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} |
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// No texture means no self-illum or env mask in base alpha |
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if ( !params[BASETEXTURE]->IsDefined() ) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); |
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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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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) ) |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); |
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} |
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} |
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SHADER_INIT |
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{ |
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if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() ) |
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{ |
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LoadBumpMap( BUMPMAP ); |
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} |
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if (params[BASETEXTURE]->IsDefined()) |
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{ |
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LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); |
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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} |
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} |
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if (params[DETAIL]->IsDefined()) |
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{ |
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LoadTexture( DETAIL ); |
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} |
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LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); |
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// Don't alpha test if the alpha channel is used for other purposes |
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); |
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} |
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// We always need this because of the flashlight. |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); |
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} |
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void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, |
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IShaderShadow* pShaderShadow, bool hasFlashlight, VertexCompressionType_t vertexCompression ) |
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{ |
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bool hasBump = params[BUMPMAP]->IsTexture(); |
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bool hasDiffuseBumpmap = hasBump && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0); |
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bool hasBaseTexture = params[BASETEXTURE]->IsTexture(); |
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bool hasDetailTexture = /*!hasBump && */params[DETAIL]->IsTexture(); |
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bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0; |
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bool bHasDetailAlpha = params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() != 0; |
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; |
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BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); |
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use |
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bool bSeamlessMapping = params[SEAMLESS_SCALE]->GetFloatValue() != 0.0; |
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SHADOW_STATE |
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{ |
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int nShadowFilterMode = 0; |
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// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState |
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pShaderShadow->EnableAlphaTest( bIsAlphaTested ); |
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if( hasFlashlight ) |
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{ |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats |
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} |
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SetAdditiveBlendingShadowState( BASETEXTURE, 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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} |
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else |
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{ |
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SetDefaultBlendingShadowState( BASETEXTURE, true ); |
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} |
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unsigned int flags = VERTEX_POSITION; |
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if( hasBaseTexture ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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} |
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// if( hasLightmap ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ); |
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} |
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if( hasFlashlight ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); |
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 ); |
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; |
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} |
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if( hasDetailTexture ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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} |
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if( hasBump ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
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} |
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if( hasVertexColor ) |
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{ |
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flags |= VERTEX_COLOR; |
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} |
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// Normalizing cube map |
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); |
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// texcoord0 : base texcoord |
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// texcoord1 : lightmap texcoord |
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// texcoord2 : lightmap texcoord offset |
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int numTexCoords = 2; |
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if( hasBump ) |
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{ |
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numTexCoords = 3; |
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} |
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); |
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// Pre-cache pixel shaders |
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bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); |
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pShaderShadow->EnableSRGBWrite( true ); |
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DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); |
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SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, false ); |
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, false ); |
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SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, hasFlashlight ); |
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); |
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SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); |
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); |
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false ); |
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SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0); |
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SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0); |
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#ifdef _X360 |
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SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); |
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#endif |
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SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); |
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); |
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); |
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); |
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SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); |
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} |
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else |
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{ |
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DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); |
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); |
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SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, hasVertexColor ); |
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SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); |
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SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE, bHasDetailAlpha ); |
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SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight ); |
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SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); |
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SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); |
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} |
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// HACK HACK HACK - enable alpha writes all the time so that we have them for |
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// underwater stuff. |
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// But only do it if we're not using the alpha already for translucency |
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pShaderShadow->EnableAlphaWrites( bFullyOpaque ); |
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if( hasFlashlight ) |
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{ |
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FogToBlack(); |
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} |
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else |
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{ |
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DefaultFog(); |
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} |
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} |
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DYNAMIC_STATE |
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{ |
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if( hasBaseTexture ) |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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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( hasLightmap ) |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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} |
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bool bFlashlightShadows = false; |
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if( hasFlashlight ) |
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{ |
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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 ); |
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BindTexture( SHADER_SAMPLER2, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame ); |
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if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() ) |
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{ |
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BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture ); |
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} |
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} |
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if( hasDetailTexture ) |
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{ |
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BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME ); |
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} |
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if( hasBump ) |
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{ |
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if( !g_pConfig->m_bFastNoBump ) |
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{ |
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BindTexture( SHADER_SAMPLER4, BUMPMAP, BUMPFRAME ); |
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} |
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else |
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{ |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); |
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} |
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} |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); |
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// If we don't have a texture transform, we don't have |
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// to set vertex shader constants or run vertex shader instructions |
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// for the texture transform. |
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bool bHasTextureTransform = |
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!( params[BASETEXTURETRANSFORM]->MatrixIsIdentity() && |
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params[BUMPTRANSFORM]->MatrixIsIdentity() ); |
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bool bVertexShaderFastPath = !bHasTextureTransform; |
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if( params[DETAIL]->IsTexture() ) |
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{ |
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bVertexShaderFastPath = false; |
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} |
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if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0 ) |
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{ |
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bVertexShaderFastPath = false; |
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} |
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float color[4] = { 1.0, 1.0, 1.0, 1.0 }; |
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ComputeModulationColor( color ); |
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if( !( bVertexShaderFastPath && color[0] == 1.0f && color[1] == 1.0f && color[2] == 1.0f && color[3] == 1.0f ) ) |
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{ |
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bVertexShaderFastPath = false; |
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s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); |
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if (! bSeamlessMapping) |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
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if( hasBump && !bHasDetailAlpha ) |
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{ |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BUMPTRANSFORM ); |
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Assert( !hasDetailTexture ); |
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} |
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} |
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); |
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DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( |
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LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0); |
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SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); |
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bool bWriteDepthToAlpha; |
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bool bWriteWaterFogToAlpha; |
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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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else |
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{ |
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//can't write a special value to dest alpha if we're actually using as-intended alpha |
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bWriteDepthToAlpha = false; |
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bWriteWaterFogToAlpha = false; |
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} |
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if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b ); |
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// Don't write fog to alpha if we're using translucency |
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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( worldtwotextureblend_ps20b ); |
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} |
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else |
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{ |
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DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); |
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// Don't write fog to alpha if we're using translucency |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) && |
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(nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested ); |
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
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SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 ); |
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} |
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// always set the transform for detail textures since I'm assuming that you'll |
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// always have a detailscale. |
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if( hasDetailTexture ) |
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{ |
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SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, DETAILSCALE ); |
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Assert( !( hasBump && !bHasDetailAlpha ) ); |
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} |
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SetPixelShaderConstantGammaToLinear( 7, SELFILLUMTINT ); |
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float eyePos[4]; |
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pShaderAPI->GetWorldSpaceCameraPosition( eyePos ); |
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pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 ); |
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pShaderAPI->SetPixelShaderFogParams( 11 ); |
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if ( bSeamlessMapping ) |
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{ |
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float map_scale[4]={ params[SEAMLESS_SCALE]->GetFloatValue(),0,0,0}; |
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale ); |
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} |
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if( hasFlashlight ) |
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{ |
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VMatrix worldToTexture; |
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const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture ); |
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// Set the flashlight attenuation factors |
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float atten[4]; |
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atten[0] = flashlightState.m_fConstantAtten; |
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atten[1] = flashlightState.m_fLinearAtten; |
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atten[2] = flashlightState.m_fQuadraticAtten; |
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atten[3] = flashlightState.m_FarZ; |
|
pShaderAPI->SetPixelShaderConstant( 20, atten, 1 ); |
|
|
|
// Set the flashlight origin |
|
float pos[4]; |
|
pos[0] = flashlightState.m_vecLightOrigin[0]; |
|
pos[1] = flashlightState.m_vecLightOrigin[1]; |
|
pos[2] = flashlightState.m_vecLightOrigin[2]; |
|
pos[3] = 1.0f; |
|
pShaderAPI->SetPixelShaderConstant( 15, pos, 1 ); |
|
|
|
pShaderAPI->SetPixelShaderConstant( 16, worldToTexture.Base(), 4 ); |
|
} |
|
} |
|
Draw(); |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
bool bHasFlashlight = UsingFlashlight( params ); |
|
if ( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) ) |
|
{ |
|
DrawPass( params, pShaderAPI, pShaderShadow, false, vertexCompression ); |
|
SHADOW_STATE |
|
{ |
|
SetInitialShadowState( ); |
|
} |
|
} |
|
DrawPass( params, pShaderAPI, pShaderShadow, bHasFlashlight, vertexCompression ); |
|
} |
|
|
|
END_SHADER |
|
|
|
|