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1021 lines
38 KiB
1021 lines
38 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Lightmap only shader |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//============================================================================= |
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#include "lightmappedgeneric_dx9_helper.h" |
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#include "BaseVSShader.h" |
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#include "commandbuilder.h" |
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#include "convar.h" |
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#include "lightmappedgeneric_ps20.inc" |
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#include "lightmappedgeneric_vs20.inc" |
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#include "lightmappedgeneric_ps20b.inc" |
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#include "tier0/memdbgon.h" |
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ConVar mat_disable_lightwarp( "mat_disable_lightwarp", "0" ); |
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ConVar mat_disable_fancy_blending( "mat_disable_fancy_blending", "0" ); |
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ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT ); |
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ConVar my_mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT ); |
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extern ConVar r_flashlight_version2; |
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class CLightmappedGeneric_DX9_Context : public CBasePerMaterialContextData |
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{ |
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public: |
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uint8 *m_pStaticCmds; |
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut; |
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bool m_bVertexShaderFastPath; |
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bool m_bPixelShaderFastPath; |
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bool m_bPixelShaderForceFastPathBecauseOutline; |
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bool m_bFullyOpaque; |
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bool m_bFullyOpaqueWithoutAlphaTest; |
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void ResetStaticCmds( void ) |
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{ |
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if ( m_pStaticCmds ) |
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{ |
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delete[] m_pStaticCmds; |
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m_pStaticCmds = NULL; |
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} |
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} |
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CLightmappedGeneric_DX9_Context( void ) |
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{ |
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m_pStaticCmds = NULL; |
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} |
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~CLightmappedGeneric_DX9_Context( void ) |
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{ |
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ResetStaticCmds(); |
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} |
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}; |
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void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info ) |
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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[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() && |
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params[info.m_nBaseTexture]->IsDefined() && |
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!( params[info.m_nNoDiffuseBumpLighting]->IsDefined() && params[info.m_nNoDiffuseBumpLighting]->GetIntValue() ) ) |
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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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if( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() ) |
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{ |
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if( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 ) |
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{ |
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Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName ); |
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params[info.m_nEnvmap]->SetUndefined(); |
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} |
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} |
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if ( (mat_disable_lightwarp.GetBool() ) && |
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(info.m_nLightWarpTexture != -1) ) |
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{ |
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params[info.m_nLightWarpTexture]->SetUndefined(); |
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} |
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if ( (mat_disable_fancy_blending.GetBool() ) && |
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(info.m_nBlendModulateTexture != -1) ) |
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{ |
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params[info.m_nBlendModulateTexture]->SetUndefined(); |
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} |
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if( !params[info.m_nEnvmapTint]->IsDefined() ) |
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params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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if( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() ) |
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params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 ); |
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if( !params[info.m_nSelfIllumTint]->IsDefined() ) |
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params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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if( !params[info.m_nDetailScale]->IsDefined() ) |
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params[info.m_nDetailScale]->SetFloatValue( 4.0f ); |
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if ( !params[info.m_nDetailTint]->IsDefined() ) |
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params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f ); |
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InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); |
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InitIntParam( info.m_nDetailTextureCombineMode, params, 0 ); |
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if( !params[info.m_nFresnelReflection]->IsDefined() ) |
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params[info.m_nFresnelReflection]->SetFloatValue( 1.0f ); |
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if( !params[info.m_nEnvmapMaskFrame]->IsDefined() ) |
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params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 ); |
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if( !params[info.m_nEnvmapFrame]->IsDefined() ) |
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params[info.m_nEnvmapFrame]->SetIntValue( 0 ); |
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if( !params[info.m_nBumpFrame]->IsDefined() ) |
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params[info.m_nBumpFrame]->SetIntValue( 0 ); |
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if( !params[info.m_nDetailFrame]->IsDefined() ) |
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params[info.m_nDetailFrame]->SetIntValue( 0 ); |
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if( !params[info.m_nEnvmapContrast]->IsDefined() ) |
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params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f ); |
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if( !params[info.m_nEnvmapSaturation]->IsDefined() ) |
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params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f ); |
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InitFloatParam( info.m_nAlphaTestReference, params, 0.0f ); |
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// No texture means no self-illum or 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_SELFILLUM ); |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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} |
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if( params[info.m_nBumpmap]->IsDefined() ) |
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{ |
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params[info.m_nEnvmapMask]->SetUndefined(); |
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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[info.m_nBumpmap]->IsDefined() && (params[info.m_nNoDiffuseBumpLighting]->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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// If mat_specular 0, then get rid of envmap |
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if( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() ) |
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{ |
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params[info.m_nEnvmap]->SetUndefined(); |
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} |
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if( !params[info.m_nBaseTextureNoEnvmap]->IsDefined() ) |
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{ |
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params[info.m_nBaseTextureNoEnvmap]->SetIntValue( 0 ); |
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} |
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if( !params[info.m_nBaseTexture2NoEnvmap]->IsDefined() ) |
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{ |
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params[info.m_nBaseTexture2NoEnvmap]->SetIntValue( 0 ); |
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} |
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if( ( info.m_nSelfShadowedBumpFlag != -1 ) && |
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( !params[info.m_nSelfShadowedBumpFlag]->IsDefined() ) |
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) |
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{ |
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params[info.m_nSelfShadowedBumpFlag]->SetIntValue( 0 ); |
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} |
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// handle line art parms |
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InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 ); |
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InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 ); |
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InitFloatParam( info.m_nOutlineAlpha, params, 1.0 ); |
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} |
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void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info ) |
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{ |
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if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() ) |
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{ |
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pShader->LoadBumpMap( info.m_nBumpmap ); |
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} |
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if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap2]->IsDefined() ) |
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{ |
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pShader->LoadBumpMap( info.m_nBumpmap2 ); |
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} |
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if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpMask]->IsDefined() ) |
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{ |
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pShader->LoadBumpMap( info.m_nBumpMask ); |
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} |
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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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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[info.m_nBaseTexture2]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nBaseTexture2, TEXTUREFLAGS_SRGB ); |
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} |
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if (params[info.m_nLightWarpTexture]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nLightWarpTexture ); |
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} |
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if ((info.m_nBlendModulateTexture != -1) && |
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(params[info.m_nBlendModulateTexture]->IsDefined()) ) |
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{ |
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pShader->LoadTexture( info.m_nBlendModulateTexture ); |
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} |
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if (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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nDetailBlendMode = nDetailBlendMode > 1 ? 1 : nDetailBlendMode; |
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pShader->LoadTexture( info.m_nDetail, nDetailBlendMode != 0 ? TEXTUREFLAGS_SRGB : 0 ); |
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} |
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pShader->LoadTexture( info.m_nFlashlightTexture, 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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if (params[info.m_nEnvmap]->IsDefined()) |
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{ |
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if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) |
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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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else |
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{ |
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pShader->LoadTexture( info.m_nEnvmap ); |
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} |
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if ( !g_pHardwareConfig->SupportsCubeMaps() ) |
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{ |
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); |
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} |
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if ( params[info.m_nEnvmapMask]->IsDefined() ) |
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{ |
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pShader->LoadTexture( info.m_nEnvmapMask ); |
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} |
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} |
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else |
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{ |
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params[info.m_nEnvmapMask]->SetUndefined(); |
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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 DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar** params, bool hasFlashlight, |
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, |
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LightmappedGeneric_DX9_Vars_t &info, |
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CBasePerMaterialContextData **pContextDataPtr |
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) |
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{ |
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CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr ); |
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if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged || hasFlashlight ) |
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{ |
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bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); |
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int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask; |
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BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture ); |
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; |
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bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use |
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bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested; |
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bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow; |
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if ( ! pContextData ) // make sure allocated |
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{ |
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pContextData = new CLightmappedGeneric_DX9_Context; |
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*pContextDataPtr = pContextData; |
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} |
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bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && ( !g_pHardwareConfig->PreferReducedFillrate() ); |
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bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); |
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bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture(); |
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bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture(); |
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bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture(); |
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bool hasDetailTexture = params[info.m_nDetail]->IsTexture(); |
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bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); |
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bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum && |
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!hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0); |
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bool bHasBlendModulateTexture = |
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(info.m_nBlendModulateTexture != -1) && |
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(params[info.m_nBlendModulateTexture]->IsTexture() ); |
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bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); |
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if ( hasFlashlight && !IsX360() ) |
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{ |
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// !!speed!! do this in the caller so we don't build struct every time |
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CBaseVSShader::DrawFlashlight_dx90_Vars_t vars; |
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vars.m_bBump = hasBump; |
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vars.m_nBumpmapVar = info.m_nBumpmap; |
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vars.m_nBumpmapFrame = info.m_nBumpFrame; |
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vars.m_nBumpTransform = info.m_nBumpTransform; |
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vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture; |
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vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame; |
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vars.m_bLightmappedGeneric = true; |
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vars.m_bWorldVertexTransition = hasBaseTexture2; |
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vars.m_nBaseTexture2Var = info.m_nBaseTexture2; |
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vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame; |
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vars.m_nBumpmap2Var = info.m_nBumpmap2; |
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vars.m_nBumpmap2Frame = info.m_nBumpFrame2; |
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vars.m_nBump2Transform = info.m_nBumpTransform2; |
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vars.m_nAlphaTestReference = info.m_nAlphaTestReference; |
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vars.m_bSSBump = hasSSBump; |
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vars.m_nDetailVar = info.m_nDetail; |
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vars.m_nDetailScale = info.m_nDetailScale; |
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vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode; |
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vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor; |
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vars.m_nDetailTint = info.m_nDetailTint; |
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if ( ( info.m_nSeamlessMappingScale != -1 ) ) |
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vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue(); |
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else |
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vars.m_fSeamlessScale = 0.0; |
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pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars ); |
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return; |
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} |
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pContextData->m_bFullyOpaque = bFullyOpaque; |
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pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest; |
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bool bHasOutline = IsBoolSet( info.m_nOutline, params ); |
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pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline; |
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bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params ); |
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bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); |
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float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); |
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if ( pShaderShadow || bNeedRegenStaticCmds ) |
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{ |
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bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); |
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bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0); |
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bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); |
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bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && |
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( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); |
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if ( bNeedRegenStaticCmds ) |
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{ |
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pContextData->ResetStaticCmds(); |
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf; |
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if( !hasBaseTexture ) |
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{ |
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if( hasEnvmap ) |
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{ |
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// if we only have an envmap (no basetexture), then we want the albedo to be black. |
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staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK ); |
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} |
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else |
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{ |
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staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); |
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} |
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} |
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staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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if ( bSeamlessMapping ) |
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{ |
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staticCmdsBuf.SetVertexShaderConstant4( |
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VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, |
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params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); |
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} |
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staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); |
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staticCmdsBuf.SetPixelShaderFogParams( 11 ); |
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staticCmdsBuf.End(); |
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// now, copy buf |
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pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; |
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memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); |
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} |
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if ( pShaderShadow ) |
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{ |
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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 ( 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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pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture ); |
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unsigned int flags = VERTEX_POSITION; |
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// base texture |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); |
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if ( hasLightWarpTexture ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false ); |
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} |
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if ( bHasBlendModulateTexture ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); |
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} |
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if ( hasBaseTexture2 ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true ); |
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} |
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// if( hasLightmap ) |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) |
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{ |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); |
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} |
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else |
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{ |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); |
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} |
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if( hasEnvmap || ( IsX360() && hasFlashlight ) ) |
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{ |
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if( hasEnvmap ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) |
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{ |
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); |
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} |
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} |
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; |
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} |
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int nDetailBlendMode = 0; |
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if ( hasDetailTexture ) |
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{ |
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nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params ); |
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ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); |
|
if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) |
|
{ |
|
if ( hasBump ) |
|
nDetailBlendMode = 10; // ssbump |
|
else |
|
nDetailBlendMode = 11; // ssbump_nobump |
|
} |
|
} |
|
|
|
if( hasDetailTexture ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); |
|
bool bSRGBState = ( nDetailBlendMode == 1 ); |
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState ); |
|
} |
|
|
|
if( hasBump || hasNormalMapAlphaEnvmapMask ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); |
|
} |
|
if( hasBump2 ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); |
|
} |
|
if( hasBumpMask ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); |
|
} |
|
if( hasEnvmapMask ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); |
|
} |
|
|
|
if( hasFlashlight && IsX360() ) |
|
{ |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); |
|
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); |
|
} |
|
|
|
if( hasVertexColor || hasBaseTexture2 || hasBump2 ) |
|
{ |
|
flags |= VERTEX_COLOR; |
|
} |
|
|
|
// texcoord0 : base texcoord |
|
// texcoord1 : lightmap texcoord |
|
// texcoord2 : lightmap texcoord offset |
|
int numTexCoords = 2; |
|
if( hasBump ) |
|
{ |
|
numTexCoords = 3; |
|
} |
|
|
|
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); |
|
|
|
// Pre-cache pixel shaders |
|
bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
|
|
|
int bumpmap_variant=(hasSSBump) ? 2 : hasBump; |
|
bool bMaskedBlending=( (info.m_nMaskedBlending != -1) && |
|
(params[info.m_nMaskedBlending]->GetIntValue() != 0) ); |
|
|
|
DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); |
|
|
|
bool bReliefMapping = false; //( bumpmap_variant == 2 ) && ( ! bSeamlessMapping ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );//bReliefMapping ); |
|
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); |
|
#ifdef _X360 |
|
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight); |
|
#endif |
|
SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 ); |
|
|
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); |
|
SET_STATIC_PIXEL_SHADER_COMBO( RELIEF_MAPPING, bReliefMapping ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) NORMAL_DECODE_NONE ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, (int) NORMAL_DECODE_NONE ); |
|
#ifdef _X360 |
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight); |
|
#endif |
|
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); |
|
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); |
|
SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!) |
|
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0 |
|
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 ); |
|
} |
|
// HACK HACK HACK - enable alpha writes all the time so that we have them for |
|
// underwater stuff and writing depth to dest alpha |
|
// But only do it if we're not using the alpha already for translucency |
|
pShaderShadow->EnableAlphaWrites( bFullyOpaque ); |
|
|
|
pShaderShadow->EnableSRGBWrite( true ); |
|
|
|
pShader->DefaultFog(); |
|
|
|
|
|
} // end shadow state |
|
} // end shadow || regen display list |
|
if ( pShaderAPI && pContextData->m_bMaterialVarsChanged ) |
|
{ |
|
// need to regenerate the semistatic cmds |
|
pContextData->m_SemiStaticCmdsOut.Reset(); |
|
pContextData->m_bMaterialVarsChanged = false; |
|
|
|
bool bHasBlendMaskTransform= ( |
|
(info.m_nBlendMaskTransform != -1) && |
|
(info.m_nMaskedBlending != -1) && |
|
(params[info.m_nMaskedBlending]->GetIntValue() ) && |
|
( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) ); |
|
|
|
// If we don't have a texture transform, we don't have |
|
// to set vertex shader constants or run vertex shader instructions |
|
// for the texture transform. |
|
bool bHasTextureTransform = |
|
!( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() && |
|
params[info.m_nBumpTransform]->MatrixIsIdentity() && |
|
params[info.m_nBumpTransform2]->MatrixIsIdentity() && |
|
params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); |
|
|
|
bHasTextureTransform |= bHasBlendMaskTransform; |
|
|
|
pContextData->m_bVertexShaderFastPath = !bHasTextureTransform; |
|
|
|
if( params[info.m_nDetail]->IsTexture() ) |
|
{ |
|
pContextData->m_bVertexShaderFastPath = false; |
|
} |
|
if (bHasBlendMaskTransform) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( |
|
VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, info.m_nBlendMaskTransform ); |
|
} |
|
|
|
if ( ! pContextData->m_bVertexShaderFastPath ) |
|
{ |
|
bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && |
|
( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); |
|
bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); |
|
if (!bSeamlessMapping ) |
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); |
|
// If we have a detail texture, then the bump texcoords are the same as the base texcoords. |
|
if( hasBump && !hasDetailTexture ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); |
|
} |
|
if( hasEnvmapMask ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); |
|
} |
|
else if ( hasBump2 ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 ); |
|
} |
|
} |
|
pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); |
|
// set up shader modulation color |
|
float color[4] = { 1.0, 1.0, 1.0, 1.0 }; |
|
pShader->ComputeModulationColor( color ); |
|
float flLScale = pShaderAPI->GetLightMapScaleFactor(); |
|
color[0] *= flLScale; |
|
color[1] *= flLScale; |
|
color[2] *= flLScale; |
|
|
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); |
|
|
|
color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f; |
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color ); |
|
|
|
if ( hasDetailTexture ) |
|
{ |
|
float detailTintAndBlend[4] = {1, 1, 1, 1}; |
|
|
|
if ( info.m_nDetailTint != -1 ) |
|
{ |
|
params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 ); |
|
} |
|
|
|
detailTintAndBlend[3] = fDetailBlendFactor; |
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend ); |
|
} |
|
|
|
float envmapTintVal[4]; |
|
float selfIllumTintVal[4]; |
|
params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); |
|
params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); |
|
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); |
|
float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); |
|
float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); |
|
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); |
|
|
|
pContextData->m_bPixelShaderFastPath = true; |
|
bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f); |
|
bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); |
|
bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); |
|
if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) |
|
{ |
|
pContextData->m_bPixelShaderFastPath = false; |
|
} |
|
if( !pContextData->m_bPixelShaderFastPath ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); |
|
pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); |
|
pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); |
|
float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); |
|
// [ 0, 0, 1-R(0), R(0) ] |
|
pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); |
|
|
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); |
|
} |
|
else |
|
{ |
|
if ( bHasOutline ) |
|
{ |
|
float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ), |
|
GetFloatParam( info.m_nOutlineStart1, params ), |
|
GetFloatParam( info.m_nOutlineEnd0, params ), |
|
GetFloatParam( info.m_nOutlineEnd1, params ), |
|
0,0,0, |
|
GetFloatParam( info.m_nOutlineAlpha, params ) }; |
|
if ( info.m_nOutlineColor != -1 ) |
|
{ |
|
params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 ); |
|
} |
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 ); |
|
} |
|
|
|
if ( bHasSoftEdges ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( |
|
4, GetFloatParam( info.m_nEdgeSoftnessStart, params ), |
|
GetFloatParam( info.m_nEdgeSoftnessEnd, params ), |
|
0,0 ); |
|
} |
|
} |
|
// texture binds |
|
if( hasBaseTexture ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); |
|
} |
|
// handle mat_fullbright 2 |
|
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
|
if( bLightingOnly ) |
|
{ |
|
// BASE TEXTURE |
|
if( hasSelfIllum ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); |
|
} |
|
else |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); |
|
} |
|
|
|
// BASE TEXTURE 2 |
|
if( hasBaseTexture2 ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY ); |
|
} |
|
|
|
// DETAIL TEXTURE |
|
if( hasDetailTexture ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY ); |
|
} |
|
|
|
// disable color modulation |
|
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); |
|
|
|
// turn off environment mapping |
|
envmapTintVal[0] = 0.0f; |
|
envmapTintVal[1] = 0.0f; |
|
envmapTintVal[2] = 0.0f; |
|
} |
|
|
|
// always set the transform for detail textures since I'm assuming that you'll |
|
// always have a detailscale. |
|
if( hasDetailTexture ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); |
|
} |
|
|
|
if( hasBaseTexture2 ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame ); |
|
} |
|
if( hasDetailTexture ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame ); |
|
} |
|
|
|
if( hasBump || hasNormalMapAlphaEnvmapMask ) |
|
{ |
|
if( !g_pConfig->m_bFastNoBump ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame ); |
|
} |
|
else |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); |
|
} |
|
} |
|
if( hasBump2 ) |
|
{ |
|
if( !g_pConfig->m_bFastNoBump ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 ); |
|
} |
|
else |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT ); |
|
} |
|
} |
|
if( hasBumpMask ) |
|
{ |
|
if( !g_pConfig->m_bFastNoBump ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 ); |
|
} |
|
else |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT ); |
|
} |
|
} |
|
|
|
if( hasEnvmapMask ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); |
|
} |
|
|
|
if ( hasLightWarpTexture ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 ); |
|
} |
|
|
|
if ( bHasBlendModulateTexture ) |
|
{ |
|
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 ); |
|
} |
|
|
|
pContextData->m_SemiStaticCmdsOut.End(); |
|
} |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; |
|
DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); |
|
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); |
|
|
|
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); |
|
|
|
if( hasEnvmap ) |
|
{ |
|
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame ); |
|
} |
|
int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); |
|
|
|
bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath; |
|
|
|
if( nFixedLightingMode != 0 ) |
|
{ |
|
if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline ) |
|
nFixedLightingMode = 0; |
|
else |
|
bVertexShaderFastPath = false; |
|
} |
|
|
|
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); |
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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 ); |
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); |
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SET_DYNAMIC_VERTEX_SHADER_COMBO( |
|
LIGHTING_PREVIEW, |
|
(nFixedLightingMode)?1:0 |
|
); |
|
SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs20 ); |
|
|
|
bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath; |
|
if( nFixedLightingMode !=0 ) |
|
{ |
|
bPixelShaderFastPath = false; |
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} |
|
bool bWriteDepthToAlpha; |
|
bool bWriteWaterFogToAlpha; |
|
if( pContextData->m_bFullyOpaque ) |
|
{ |
|
bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); |
|
bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); |
|
AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); |
|
} |
|
else |
|
{ |
|
//can't write a special value to dest alpha if we're actually using as-intended alpha |
|
bWriteDepthToAlpha = false; |
|
bWriteWaterFogToAlpha = false; |
|
} |
|
|
|
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); |
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20b ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
|
|
// Don't write fog to alpha if we're using translucency |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode ); |
|
|
|
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20b ); |
|
} |
|
else |
|
{ |
|
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20 ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); |
|
|
|
// Don't write fog to alpha if we're using translucency |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); |
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode ); |
|
|
|
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20 ); |
|
} |
|
|
|
if( hasFlashlight && IsX360() ) |
|
{ |
|
VMatrix worldToTexture; |
|
ITexture *pFlashlightDepthTexture; |
|
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); |
|
|
|
DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 ); |
|
|
|
SetFlashLightColorFromState( flashlightState, pShaderAPI ); |
|
|
|
float atten[4], pos[4]; |
|
atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors |
|
atten[1] = flashlightState.m_fLinearAtten; |
|
atten[2] = flashlightState.m_fQuadraticAtten; |
|
atten[3] = flashlightState.m_FarZ; |
|
DynamicCmdsOut.SetPixelShaderConstant( 13, atten, 1 ); |
|
|
|
pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin |
|
pos[1] = flashlightState.m_vecLightOrigin[1]; |
|
pos[2] = flashlightState.m_vecLightOrigin[2]; |
|
DynamicCmdsOut.SetPixelShaderConstant( 14, pos, 1 ); |
|
|
|
pShader->BindTexture( SHADER_SAMPLER13, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); |
|
|
|
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) |
|
{ |
|
pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture, 0 ); |
|
DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D ); |
|
|
|
// Tweaks associated with a given flashlight |
|
float tweaks[4]; |
|
tweaks[0] = ShadowFilterFromState( flashlightState ); |
|
tweaks[1] = ShadowAttenFromState( flashlightState ); |
|
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); |
|
DynamicCmdsOut.SetPixelShaderConstant( 19, tweaks, 1 ); |
|
|
|
// Dimensions of screen, used for screen-space noise map sampling |
|
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; |
|
int nWidth, nHeight; |
|
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); |
|
vScreenScale[0] = (float) nWidth / 32.0f; |
|
vScreenScale[1] = (float) nHeight / 32.0f; |
|
DynamicCmdsOut.SetPixelShaderConstant( 31, vScreenScale, 1 ); |
|
} |
|
} |
|
|
|
DynamicCmdsOut.End(); |
|
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); |
|
} |
|
pShader->Draw(); |
|
|
|
if( IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest ) |
|
{ |
|
//Alpha testing makes it so we can't write to dest alpha |
|
//Writing to depth makes it so later polygons can't write to dest alpha either |
|
//This leads to situations with garbage in dest alpha. |
|
|
|
//Fix it now by converting depth to dest alpha for any pixels that just wrote. |
|
pShader->DrawEqualDepthToDestAlpha(); |
|
} |
|
} |
|
|
|
void DrawLightmappedGeneric_DX9(CBaseVSShader *pShader, IMaterialVar** params, |
|
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, |
|
LightmappedGeneric_DX9_Vars_t &info, |
|
CBasePerMaterialContextData **pContextDataPtr ) |
|
{ |
|
bool hasFlashlight = pShader->UsingFlashlight( params ); |
|
if ( !IsX360() && !r_flashlight_version2.GetInt() ) |
|
{ |
|
DrawLightmappedGeneric_DX9_Internal( pShader, params, hasFlashlight, pShaderAPI, pShaderShadow, info, pContextDataPtr ); |
|
return; |
|
} |
|
|
|
DrawLightmappedGeneric_DX9_Internal( pShader, params, hasFlashlight, pShaderAPI, pShaderShadow, info, pContextDataPtr ); |
|
}
|
|
|