Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
// This is what all vs/ps (dx8+) shaders inherit from.
//===========================================================================//
#if !defined(_STATIC_LINKED) || defined(STDSHADER_DX8_DLL_EXPORT) || defined(STDSHADER_DX9_DLL_EXPORT)
#include "BaseVSShader.h"
#include "mathlib/vmatrix.h"
#include "mathlib/bumpvects.h"
#include "cpp_shader_constant_register_map.h"
#include "convar.h"
#ifndef GAME_SHADER_DLL
#ifdef HDR
#include "vertexlit_and_unlit_generic_hdr_ps20.inc"
#include "vertexlit_and_unlit_generic_hdr_ps20b.inc"
#endif
#if SUPPORT_DX8
#include "lightmappedgeneric_flashlight_vs11.inc"
#include "flashlight_ps11.inc"
#endif
#ifdef STDSHADER_DX9_DLL_EXPORT
#include "lightmappedgeneric_flashlight_vs20.inc"
#endif
#ifdef STDSHADER_DX9_DLL_EXPORT
#include "flashlight_ps20.inc"
#include "flashlight_ps20b.inc"
#endif
#include "unlitgeneric_vs11.inc"
#include "VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14.inc"
#include "VertexLitGeneric_EnvmappedBumpmap_NoLighting.inc"
#include "vertexlitgeneric_flashlight_vs11.inc"
#include "LightmappedGeneric_BaseTexture.inc"
#include "LightmappedGeneric_BumpmappedLightmap_Base_ps14.inc"
#include "LightmappedGeneric_BumpmappedLightmap_Blend_ps14.inc"
#include "lightmappedgeneric_bumpmappedenvmap_ps14.inc"
#include "lightmappedgeneric_bumpmappedenvmap.inc"
#include "lightmappedgeneric_basetextureblend.inc"
#include "lightmappedgeneric_bumpmappedlightmap.inc"
#endif // GAME_SHADER_DLL
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
// These functions are to be called from the shaders.
//-----------------------------------------------------------------------------
// Pixel and vertex shader constants....
//-----------------------------------------------------------------------------
void CBaseVSShader::SetPixelShaderConstant( int pixelReg, int constantVar, int constantVar2 )
{
Assert( !IsSnapshotting() );
if ((!s_ppParams) || (constantVar == -1) || (constantVar2 == -1))
return;
IMaterialVar* pPixelVar = s_ppParams[constantVar];
Assert( pPixelVar );
IMaterialVar* pPixelVar2 = s_ppParams[constantVar2];
Assert( pPixelVar2 );
float val[4];
if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
{
pPixelVar->GetVecValue( val, 3 );
}
else
{
val[0] = val[1] = val[2] = pPixelVar->GetFloatValue();
}
val[3] = pPixelVar2->GetFloatValue();
s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
}
void CBaseVSShader::SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar, int constantVar2 )
{
Assert( !IsSnapshotting() );
if ((!s_ppParams) || (constantVar == -1) || (constantVar2 == -1))
return;
IMaterialVar* pPixelVar = s_ppParams[constantVar];
Assert( pPixelVar );
IMaterialVar* pPixelVar2 = s_ppParams[constantVar2];
Assert( pPixelVar2 );
float val[4];
if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
{
pPixelVar->GetVecValue( val, 3 );
}
else
{
val[0] = val[1] = val[2] = pPixelVar->GetFloatValue();
}
val[3] = pPixelVar2->GetFloatValue();
val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );
s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
}
void CBaseVSShader::SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue )
{
Assert( !IsSnapshotting() );
if ((!s_ppParams) || (constantVar == -1))
return;
IMaterialVar* pPixelVar = s_ppParams[constantVar];
Assert( pPixelVar );
float val[4];
if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pPixelVar->GetVecValue( val, 4 );
else
val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue();
val[3]=fWValue;
s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
}
void CBaseVSShader::SetPixelShaderConstant( int pixelReg, int constantVar )
{
Assert( !IsSnapshotting() );
if ((!s_ppParams) || (constantVar == -1))
return;
IMaterialVar* pPixelVar = s_ppParams[constantVar];
Assert( pPixelVar );
float val[4];
if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pPixelVar->GetVecValue( val, 4 );
else
val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue();
s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
}
void CBaseVSShader::SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar )
{
Assert( !IsSnapshotting() );
if ((!s_ppParams) || (constantVar == -1))
return;
IMaterialVar* pPixelVar = s_ppParams[constantVar];
Assert( pPixelVar );
float val[4];
if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pPixelVar->GetVecValue( val, 4 );
else
val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue();
val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );
s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
}
void CBaseVSShader::SetVertexShaderConstantGammaToLinear( int var, float const* pVec, int numConst, bool bForce )
{
int i;
for( i = 0; i < numConst; i++ )
{
float vec[4];
vec[0] = pVec[i*4+0] > 1.0f ? pVec[i*4+0] : GammaToLinear( pVec[i*4+0] );
vec[1] = pVec[i*4+1] > 1.0f ? pVec[i*4+1] : GammaToLinear( pVec[i*4+1] );
vec[2] = pVec[i*4+2] > 1.0f ? pVec[i*4+2] : GammaToLinear( pVec[i*4+2] );
vec[3] = pVec[i*4+3];
s_pShaderAPI->SetVertexShaderConstant( var + i, vec, 1, bForce );
}
}
void CBaseVSShader::SetPixelShaderConstantGammaToLinear( int var, float const* pVec, int numConst, bool bForce )
{
int i;
for( i = 0; i < numConst; i++ )
{
float vec[4];
vec[0] = pVec[i*4+0] > 1.0f ? pVec[i*4+0] : GammaToLinear( pVec[i*4+0] );
vec[1] = pVec[i*4+1] > 1.0f ? pVec[i*4+1] : GammaToLinear( pVec[i*4+1] );
vec[2] = pVec[i*4+2] > 1.0f ? pVec[i*4+2] : GammaToLinear( pVec[i*4+2] );
vec[3] = pVec[i*4+3];
s_pShaderAPI->SetPixelShaderConstant( var + i, vec, 1, bForce );
}
}
// GR - special version with fix for const/lerp issue
void CBaseVSShader::SetPixelShaderConstantFudge( int pixelReg, int constantVar )
{
Assert( !IsSnapshotting() );
if ((!s_ppParams) || (constantVar == -1))
return;
IMaterialVar* pPixelVar = s_ppParams[constantVar];
Assert( pPixelVar );
float val[4];
if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
{
pPixelVar->GetVecValue( val, 4 );
val[0] = val[0] * 0.992f + 0.0078f;
val[1] = val[1] * 0.992f + 0.0078f;
val[2] = val[2] * 0.992f + 0.0078f;
val[3] = val[3] * 0.992f + 0.0078f;
}
else
val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue() * 0.992f + 0.0078f;
s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
}
void CBaseVSShader::SetVertexShaderConstant( int vertexReg, int constantVar )
{
Assert( !IsSnapshotting() );
if ((!s_ppParams) || (constantVar == -1))
return;
IMaterialVar* pVertexVar = s_ppParams[constantVar];
Assert( pVertexVar );
float val[4];
if (pVertexVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pVertexVar->GetVecValue( val, 4 );
else
val[0] = val[1] = val[2] = val[3] = pVertexVar->GetFloatValue();
s_pShaderAPI->SetVertexShaderConstant( vertexReg, val );
}
//-----------------------------------------------------------------------------
// Sets normalized light color for pixel shaders.
//-----------------------------------------------------------------------------
void CBaseVSShader::SetPixelShaderLightColors( int pixelReg )
{
int i;
int maxLights = s_pShaderAPI->GetMaxLights();
for( i = 0; i < maxLights; i++ )
{
const LightDesc_t & lightDesc = s_pShaderAPI->GetLight( i );
if( lightDesc.m_Type != MATERIAL_LIGHT_DISABLE )
{
Vector color( lightDesc.m_Color[0], lightDesc.m_Color[1], lightDesc.m_Color[2] );
VectorNormalize( color );
float val[4] = { color[0], color[1], color[2], 1.0f };
s_pShaderAPI->SetPixelShaderConstant( pixelReg + i, val, 1 );
}
else
{
float zero[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
s_pShaderAPI->SetPixelShaderConstant( pixelReg + i, zero, 1 );
}
}
}
//-----------------------------------------------------------------------------
// Sets vertex shader texture transforms
//-----------------------------------------------------------------------------
void CBaseVSShader::SetVertexShaderTextureTranslation( int vertexReg, int translationVar )
{
float offset[2] = {0, 0};
IMaterialVar* pTranslationVar = s_ppParams[translationVar];
if (pTranslationVar)
{
if (pTranslationVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pTranslationVar->GetVecValue( offset, 2 );
else
offset[0] = offset[1] = pTranslationVar->GetFloatValue();
}
Vector4D translation[2];
translation[0].Init( 1.0f, 0.0f, 0.0f, offset[0] );
translation[1].Init( 0.0f, 1.0f, 0.0f, offset[1] );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, translation[0].Base(), 2 );
}
void CBaseVSShader::SetVertexShaderTextureScale( int vertexReg, int scaleVar )
{
float scale[2] = {1, 1};
IMaterialVar* pScaleVar = s_ppParams[scaleVar];
if (pScaleVar)
{
if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pScaleVar->GetVecValue( scale, 2 );
else if (pScaleVar->IsDefined())
scale[0] = scale[1] = pScaleVar->GetFloatValue();
}
Vector4D scaleMatrix[2];
scaleMatrix[0].Init( scale[0], 0.0f, 0.0f, 0.0f );
scaleMatrix[1].Init( 0.0f, scale[1], 0.0f, 0.0f );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, scaleMatrix[0].Base(), 2 );
}
void CBaseVSShader::SetVertexShaderTextureTransform( int vertexReg, int transformVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = s_ppParams[transformVar];
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
s_pShaderAPI->SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
}
void CBaseVSShader::SetVertexShaderTextureScaledTransform( int vertexReg, int transformVar, int scaleVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = s_ppParams[transformVar];
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
Vector2D scale( 1, 1 );
IMaterialVar* pScaleVar = s_ppParams[scaleVar];
if (pScaleVar)
{
if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pScaleVar->GetVecValue( scale.Base(), 2 );
else if (pScaleVar->IsDefined())
scale[0] = scale[1] = pScaleVar->GetFloatValue();
}
// Apply the scaling
transformation[0][0] *= scale[0];
transformation[0][1] *= scale[1];
transformation[1][0] *= scale[0];
transformation[1][1] *= scale[1];
transformation[0][3] *= scale[0];
transformation[1][3] *= scale[1];
s_pShaderAPI->SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
}
//-----------------------------------------------------------------------------
// Sets pixel shader texture transforms
//-----------------------------------------------------------------------------
void CBaseVSShader::SetPixelShaderTextureTranslation( int pixelReg, int translationVar )
{
float offset[2] = {0, 0};
IMaterialVar* pTranslationVar = s_ppParams[translationVar];
if (pTranslationVar)
{
if (pTranslationVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pTranslationVar->GetVecValue( offset, 2 );
else
offset[0] = offset[1] = pTranslationVar->GetFloatValue();
}
Vector4D translation[2];
translation[0].Init( 1.0f, 0.0f, 0.0f, offset[0] );
translation[1].Init( 0.0f, 1.0f, 0.0f, offset[1] );
s_pShaderAPI->SetPixelShaderConstant( pixelReg, translation[0].Base(), 2 );
}
void CBaseVSShader::SetPixelShaderTextureScale( int pixelReg, int scaleVar )
{
float scale[2] = {1, 1};
IMaterialVar* pScaleVar = s_ppParams[scaleVar];
if (pScaleVar)
{
if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pScaleVar->GetVecValue( scale, 2 );
else if (pScaleVar->IsDefined())
scale[0] = scale[1] = pScaleVar->GetFloatValue();
}
Vector4D scaleMatrix[2];
scaleMatrix[0].Init( scale[0], 0.0f, 0.0f, 0.0f );
scaleMatrix[1].Init( 0.0f, scale[1], 0.0f, 0.0f );
s_pShaderAPI->SetPixelShaderConstant( pixelReg, scaleMatrix[0].Base(), 2 );
}
void CBaseVSShader::SetPixelShaderTextureTransform( int pixelReg, int transformVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = s_ppParams[transformVar];
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
s_pShaderAPI->SetPixelShaderConstant( pixelReg, transformation[0].Base(), 2 );
}
void CBaseVSShader::SetPixelShaderTextureScaledTransform( int pixelReg, int transformVar, int scaleVar )
{
Vector4D transformation[2];
IMaterialVar* pTransformationVar = s_ppParams[transformVar];
if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
{
const VMatrix &mat = pTransformationVar->GetMatrixValue();
transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
}
else
{
transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
}
Vector2D scale( 1, 1 );
IMaterialVar* pScaleVar = s_ppParams[scaleVar];
if (pScaleVar)
{
if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
pScaleVar->GetVecValue( scale.Base(), 2 );
else if (pScaleVar->IsDefined())
scale[0] = scale[1] = pScaleVar->GetFloatValue();
}
// Apply the scaling
transformation[0][0] *= scale[0];
transformation[0][1] *= scale[1];
transformation[1][0] *= scale[0];
transformation[1][1] *= scale[1];
transformation[0][3] *= scale[0];
transformation[1][3] *= scale[1];
s_pShaderAPI->SetPixelShaderConstant( pixelReg, transformation[0].Base(), 2 );
}
//-----------------------------------------------------------------------------
// Moves a matrix into vertex shader constants
//-----------------------------------------------------------------------------
void CBaseVSShader::SetVertexShaderMatrix2x4( int vertexReg, int matrixVar )
{
IMaterialVar* pTranslationVar = s_ppParams[ matrixVar ];
if ( pTranslationVar )
{
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &pTranslationVar->GetMatrixValue()[ 0 ][ 0 ], 2 );
}
else
{
VMatrix matrix;
MatrixSetIdentity( matrix );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &matrix[ 0 ][ 0 ], 2 );
}
}
void CBaseVSShader::SetVertexShaderMatrix3x4( int vertexReg, int matrixVar )
{
IMaterialVar* pTranslationVar = s_ppParams[matrixVar];
if (pTranslationVar)
{
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &pTranslationVar->GetMatrixValue( )[0][0], 3 );
}
else
{
VMatrix matrix;
MatrixSetIdentity( matrix );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &matrix[0][0], 3 );
}
}
void CBaseVSShader::SetVertexShaderMatrix4x4( int vertexReg, int matrixVar )
{
IMaterialVar* pTranslationVar = s_ppParams[matrixVar];
if (pTranslationVar)
{
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &pTranslationVar->GetMatrixValue( )[0][0], 4 );
}
else
{
VMatrix matrix;
MatrixSetIdentity( matrix );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &matrix[0][0], 4 );
}
}
//-----------------------------------------------------------------------------
// Loads the view matrix into pixel shader constants
//-----------------------------------------------------------------------------
void CBaseVSShader::LoadViewMatrixIntoVertexShaderConstant( int vertexReg )
{
VMatrix mat, transpose;
s_pShaderAPI->GetMatrix( MATERIAL_VIEW, mat.m[0] );
MatrixTranspose( mat, transpose );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, transpose.m[0], 3 );
}
//-----------------------------------------------------------------------------
// Loads the projection matrix into pixel shader constants
//-----------------------------------------------------------------------------
void CBaseVSShader::LoadProjectionMatrixIntoVertexShaderConstant( int vertexReg )
{
VMatrix mat, transpose;
s_pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mat.m[0] );
MatrixTranspose( mat, transpose );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, transpose.m[0], 4 );
}
//-----------------------------------------------------------------------------
// Loads the projection matrix into pixel shader constants
//-----------------------------------------------------------------------------
void CBaseVSShader::LoadModelViewMatrixIntoVertexShaderConstant( int vertexReg )
{
VMatrix view, model, modelView, transpose;
s_pShaderAPI->GetMatrix( MATERIAL_MODEL, model.m[0] );
MatrixTranspose( model, model );
s_pShaderAPI->GetMatrix( MATERIAL_VIEW, view.m[0] );
MatrixTranspose( view, view );
MatrixMultiply( view, model, modelView );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, modelView.m[0], 3 );
}
//-----------------------------------------------------------------------------
// Loads a scale/offset version of the viewport transform into the specified constant.
//-----------------------------------------------------------------------------
void CBaseVSShader::LoadViewportTransformScaledIntoVertexShaderConstant( int vertexReg )
{
ShaderViewport_t viewport;
s_pShaderAPI->GetViewports( &viewport, 1 );
int bbWidth = 0,
bbHeight = 0;
s_pShaderAPI->GetBackBufferDimensions( bbWidth, bbHeight );
// (x, y, z, w) = (Width / bbWidth, Height / bbHeight, MinX / bbWidth, MinY / bbHeight)
Vector4D viewportTransform(
1.0f * viewport.m_nWidth / bbWidth,
1.0f * viewport.m_nHeight / bbHeight,
1.0f * viewport.m_nTopLeftX / bbWidth,
1.0f * viewport.m_nTopLeftY / bbHeight
);
s_pShaderAPI->SetVertexShaderConstant( vertexReg, viewportTransform.Base() );
}
//-----------------------------------------------------------------------------
// Loads bump lightmap coordinates into the pixel shader
//-----------------------------------------------------------------------------
void CBaseVSShader::LoadBumpLightmapCoordinateAxes_PixelShader( int pixelReg )
{
Vector4D basis[3];
for (int i = 0; i < 3; ++i)
{
memcpy( &basis[i], &g_localBumpBasis[i], 3 * sizeof(float) );
basis[i][3] = 0.0f;
}
s_pShaderAPI->SetPixelShaderConstant( pixelReg, (float*)basis, 3 );
}
//-----------------------------------------------------------------------------
// Loads bump lightmap coordinates into the pixel shader
//-----------------------------------------------------------------------------
void CBaseVSShader::LoadBumpLightmapCoordinateAxes_VertexShader( int vertexReg )
{
Vector4D basis[3];
// transpose
int i;
for (i = 0; i < 3; ++i)
{
basis[i][0] = g_localBumpBasis[0][i];
basis[i][1] = g_localBumpBasis[1][i];
basis[i][2] = g_localBumpBasis[2][i];
basis[i][3] = 0.0f;
}
s_pShaderAPI->SetVertexShaderConstant( vertexReg, (float*)basis, 3 );
for (i = 0; i < 3; ++i)
{
memcpy( &basis[i], &g_localBumpBasis[i], 3 * sizeof(float) );
basis[i][3] = 0.0f;
}
s_pShaderAPI->SetVertexShaderConstant( vertexReg + 3, (float*)basis, 3 );
}
//-----------------------------------------------------------------------------
// Helper methods for pixel shader overbrighting
//-----------------------------------------------------------------------------
void CBaseVSShader::EnablePixelShaderOverbright( int reg, bool bEnable, bool bDivideByTwo )
{
// can't have other overbright values with pixel shaders as it stands.
float v[4];
if( bEnable )
{
v[0] = v[1] = v[2] = v[3] = bDivideByTwo ? OVERBRIGHT / 2.0f : OVERBRIGHT;
}
else
{
v[0] = v[1] = v[2] = v[3] = bDivideByTwo ? 1.0f / 2.0f : 1.0f;
}
s_pShaderAPI->SetPixelShaderConstant( reg, v, 1 );
}
//-----------------------------------------------------------------------------
// Helper for dealing with modulation
//-----------------------------------------------------------------------------
void CBaseVSShader::SetModulationVertexShaderDynamicState()
{
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
ComputeModulationColor( color );
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
}
void CBaseVSShader::SetModulationPixelShaderDynamicState( int modulationVar )
{
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
ComputeModulationColor( color );
s_pShaderAPI->SetPixelShaderConstant( modulationVar, color );
}
void CBaseVSShader::SetModulationPixelShaderDynamicState_LinearColorSpace( int modulationVar )
{
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
ComputeModulationColor( color );
color[0] = color[0] > 1.0f ? color[0] : GammaToLinear( color[0] );
color[1] = color[1] > 1.0f ? color[1] : GammaToLinear( color[1] );
color[2] = color[2] > 1.0f ? color[2] : GammaToLinear( color[2] );
s_pShaderAPI->SetPixelShaderConstant( modulationVar, color );
}
void CBaseVSShader::SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int modulationVar, float flScale )
{
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
ComputeModulationColor( color );
color[0] = ( color[0] > 1.0f ? color[0] : GammaToLinear( color[0] ) ) * flScale;
color[1] = ( color[1] > 1.0f ? color[1] : GammaToLinear( color[1] ) ) * flScale;
color[2] = ( color[2] > 1.0f ? color[2] : GammaToLinear( color[2] ) ) * flScale;
s_pShaderAPI->SetPixelShaderConstant( modulationVar, color );
}
//-----------------------------------------------------------------------------
// Converts a color + alpha into a vector4
//-----------------------------------------------------------------------------
void CBaseVSShader::ColorVarsToVector( int colorVar, int alphaVar, Vector4D &color )
{
color.Init( 1.0, 1.0, 1.0, 1.0 );
if ( colorVar != -1 )
{
IMaterialVar* pColorVar = s_ppParams[colorVar];
if ( pColorVar->GetType() == MATERIAL_VAR_TYPE_VECTOR )
{
pColorVar->GetVecValue( color.Base(), 3 );
}
else
{
color[0] = color[1] = color[2] = pColorVar->GetFloatValue();
}
}
if ( alphaVar != -1 )
{
float flAlpha = s_ppParams[alphaVar]->GetFloatValue();
color[3] = clamp( flAlpha, 0.0f, 1.0f );
}
}
//-----------------------------------------------------------------------------
// Sets a color + alpha into shader constants
//-----------------------------------------------------------------------------
void CBaseVSShader::SetColorVertexShaderConstant( int nVertexReg, int colorVar, int alphaVar )
{
Vector4D color;
ColorVarsToVector( colorVar, alphaVar, color );
s_pShaderAPI->SetVertexShaderConstant( nVertexReg, color.Base() );
}
void CBaseVSShader::SetColorPixelShaderConstant( int nPixelReg, int colorVar, int alphaVar )
{
Vector4D color;
ColorVarsToVector( colorVar, alphaVar, color );
s_pShaderAPI->SetPixelShaderConstant( nPixelReg, color.Base() );
}
#ifdef _DEBUG
ConVar mat_envmaptintoverride( "mat_envmaptintoverride", "-1" );
ConVar mat_envmaptintscale( "mat_envmaptintscale", "-1" );
#endif
//-----------------------------------------------------------------------------
// Helpers for dealing with envmap tint
//-----------------------------------------------------------------------------
// set alphaVar to -1 to ignore it.
void CBaseVSShader::SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar, int alphaVar, bool bConvertFromGammaToLinear )
{
float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
if( g_pConfig->bShowSpecular && mat_fullbright.GetInt() != 2 )
{
IMaterialVar* pAlphaVar = NULL;
if( alphaVar >= 0 )
{
pAlphaVar = s_ppParams[alphaVar];
}
if( pAlphaVar )
{
color[3] = pAlphaVar->GetFloatValue();
}
IMaterialVar* pTintVar = s_ppParams[tintVar];
#ifdef _DEBUG
pTintVar->GetVecValue( color, 3 );
float envmapTintOverride = mat_envmaptintoverride.GetFloat();
float envmapTintScaleOverride = mat_envmaptintscale.GetFloat();
if( envmapTintOverride != -1.0f )
{
color[0] = color[1] = color[2] = envmapTintOverride;
}
if( envmapTintScaleOverride != -1.0f )
{
color[0] *= envmapTintScaleOverride;
color[1] *= envmapTintScaleOverride;
color[2] *= envmapTintScaleOverride;
}
if( bConvertFromGammaToLinear )
{
color[0] = color[0] > 1.0f ? color[0] : GammaToLinear( color[0] );
color[1] = color[1] > 1.0f ? color[1] : GammaToLinear( color[1] );
color[2] = color[2] > 1.0f ? color[2] : GammaToLinear( color[2] );
}
#else
if( bConvertFromGammaToLinear )
{
pTintVar->GetLinearVecValue( color, 3 );
}
else
{
pTintVar->GetVecValue( color, 3 );
}
#endif
}
else
{
color[0] = color[1] = color[2] = color[3] = 0.0f;
}
s_pShaderAPI->SetPixelShaderConstant( pixelReg, color, 1 );
}
void CBaseVSShader::SetAmbientCubeDynamicStateVertexShader( )
{
s_pShaderAPI->SetVertexShaderStateAmbientLightCube();
}
float CBaseVSShader::GetAmbientLightCubeLuminance( )
{
return s_pShaderAPI->GetAmbientLightCubeLuminance();
}
#ifndef GAME_SHADER_DLL
const char *CBaseVSShader::UnlitGeneric_ComputePixelShaderName( bool bMask,
bool bEnvmap,
bool bBaseTexture,
bool bBaseAlphaEnvmapMask,
bool bDetail,
bool bDetailMultiplyMode,
bool bMaskBaseByDetailAlpha )
{
static char const* s_pPixelShaders[] =
{
"UnlitGeneric_NoTexture",
"UnlitGeneric",
"UnlitGeneric_EnvMapNoTexture",
"UnlitGeneric_EnvMap",
"UnlitGeneric_NoTexture",
"UnlitGeneric",
"UnlitGeneric_EnvMapMaskNoTexture",
"UnlitGeneric_EnvMapMask",
// Detail texture
// The other commented-out versions are used if we want to
// apply the detail *after* the environment map is added
"UnlitGeneric_DetailNoTexture",
"UnlitGeneric_Detail",
"UnlitGeneric_EnvMapNoTexture", //"UnlitGeneric_DetailEnvMapNoTexture",
"UnlitGeneric_DetailEnvMap",
"UnlitGeneric_DetailNoTexture",
"UnlitGeneric_Detail",
"UnlitGeneric_EnvMapMaskNoTexture", //"UnlitGeneric_DetailEnvMapMaskNoTexture",
"UnlitGeneric_DetailEnvMapMask",
};
// handle hud elements
if ( bDetail & bDetailMultiplyMode )
return "alphadist_ps11";
if ( bDetail & bMaskBaseByDetailAlpha )
return "UnlitGeneric_MaskBaseByDetailAlpha_ps11";
if (!bMask && bEnvmap && bBaseTexture && bBaseAlphaEnvmapMask)
{
if (!bDetail)
return "UnlitGeneric_BaseAlphaMaskedEnvMap";
else
return "UnlitGeneric_DetailBaseAlphaMaskedEnvMap";
}
else
{
int pshIndex = 0;
if (bBaseTexture)
pshIndex |= 0x1;
if (bEnvmap)
pshIndex |= 0x2;
if (bMask)
pshIndex |= 0x4;
if (bDetail)
pshIndex |= 0x8;
return s_pPixelShaders[pshIndex];
}
}
//-----------------------------------------------------------------------------
// Sets up hw morphing state for the vertex shader
//-----------------------------------------------------------------------------
void CBaseVSShader::SetHWMorphVertexShaderState( int nDimConst, int nSubrectConst, VertexTextureSampler_t morphSampler )
{
#ifndef _X360
if ( !s_pShaderAPI->IsHWMorphingEnabled() )
return;
int nMorphWidth, nMorphHeight;
s_pShaderAPI->GetStandardTextureDimensions( &nMorphWidth, &nMorphHeight, TEXTURE_MORPH_ACCUMULATOR );
int nDim = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_4TUPLE_COUNT );
float pMorphAccumSize[4] = { (float)nMorphWidth, (float)nMorphHeight, (float)nDim, 0.0f };
s_pShaderAPI->SetVertexShaderConstant( nDimConst, pMorphAccumSize );
int nXOffset = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_X_OFFSET );
int nYOffset = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_Y_OFFSET );
int nWidth = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_WIDTH );
int nHeight = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_HEIGHT );
float pMorphAccumSubrect[4] = { (float)nXOffset, (float)nYOffset, (float)nWidth, (float)nHeight };
s_pShaderAPI->SetVertexShaderConstant( nSubrectConst, pMorphAccumSubrect );
s_pShaderAPI->BindStandardVertexTexture( morphSampler, TEXTURE_MORPH_ACCUMULATOR );
#endif
}
//-----------------------------------------------------------------------------
// Vertex shader unlit generic pass
//-----------------------------------------------------------------------------
void CBaseVSShader::VertexShaderUnlitGenericPass( int baseTextureVar, int frameVar,
int baseTextureTransformVar,
int detailVar, int detailTransform,
bool bDetailTransformIsScale,
int envmapVar, int envMapFrameVar,
int envmapMaskVar, int envmapMaskFrameVar,
int envmapMaskScaleVar, int envmapTintVar,
int alphaTestReferenceVar,
int nDetailBlendModeVar,
int nOutlineVar,
int nOutlineColorVar,
int nOutlineStartVar,
int nOutlineEndVar,
int nSeparateDetailUVsVar )
{
IMaterialVar** params = s_ppParams;
bool bBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK);
bool bEnvmap = (envmapVar >= 0) && params[envmapVar]->IsTexture();
bool bMask = false;
if (bEnvmap && (envmapMaskVar >= 0))
{
bMask = params[envmapMaskVar]->IsTexture();
}
bool bDetail = (detailVar >= 0) && params[detailVar]->IsTexture();
bool bBaseTexture = (baseTextureVar >= 0) && params[baseTextureVar]->IsTexture();
bool bVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
bool bEnvmapCameraSpace = IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE);
bool bEnvmapSphere = IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE);
bool bDetailMultiply = ( nDetailBlendModeVar >= 0 ) && ( params[nDetailBlendModeVar]->GetIntValue() == 8 );
bool bMaskBaseByDetailAlpha = ( nDetailBlendModeVar >= 0 ) && ( params[nDetailBlendModeVar]->GetIntValue() == 9 );
bool bSeparateDetailUVs = ( nSeparateDetailUVsVar >= 0 ) && ( params[nSeparateDetailUVsVar]->GetIntValue() != 0 );
if (IsSnapshotting())
{
// Alpha test
s_pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
if( alphaTestReferenceVar != -1 && params[alphaTestReferenceVar]->GetFloatValue() > 0.0f )
{
s_pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[alphaTestReferenceVar]->GetFloatValue() );
}
// Base texture on stage 0
if (bBaseTexture)
{
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
}
if (bDetail)
{
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
}
if (bEnvmap)
{
// envmap on stage 1
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// envmapmask on stage 2
if (bMask || bBaseAlphaEnvmapMask )
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
}
if (bBaseTexture)
SetDefaultBlendingShadowState( baseTextureVar, true );
else if (bMask)
SetDefaultBlendingShadowState( envmapMaskVar, false );
else
SetDefaultBlendingShadowState();
int fmt = VERTEX_POSITION;
if( bEnvmap )
fmt |= VERTEX_NORMAL;
if ( bVertexColor )
fmt |= VERTEX_COLOR;
int numTexCoords = 1;
if( bSeparateDetailUVs )
{
numTexCoords = 2;
}
s_pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 );
const char *pshName = UnlitGeneric_ComputePixelShaderName(
bMask,
bEnvmap,
bBaseTexture,
bBaseAlphaEnvmapMask,
bDetail,
bDetailMultiply,
bMaskBaseByDetailAlpha );
s_pShaderShadow->SetPixelShader( pshName );
// Compute the vertex shader index.
unlitgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( bDetail );
vshIndex.SetENVMAP( bEnvmap );
vshIndex.SetENVMAPCAMERASPACE( bEnvmap && bEnvmapCameraSpace );
vshIndex.SetENVMAPSPHERE( bEnvmap && bEnvmapSphere );
vshIndex.SetVERTEXCOLOR( bVertexColor );
vshIndex.SetSEPARATEDETAILUVS( bSeparateDetailUVs );
s_pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() );
DefaultFog();
}
else
{
if ( s_pShaderAPI->InFlashlightMode() ) // Not snapshotting && flashlight pass
{
Draw( false );
return;
}
if (bBaseTexture)
{
BindTexture( SHADER_SAMPLER0, baseTextureVar, frameVar );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, baseTextureTransformVar );
}
if (bDetail)
{
BindTexture( SHADER_SAMPLER3, detailVar, frameVar );
if (bDetailTransformIsScale)
{
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, baseTextureTransformVar, detailTransform );
}
else
{
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, detailTransform );
}
}
if (bEnvmap)
{
BindTexture( SHADER_SAMPLER1, envmapVar, envMapFrameVar );
if (bMask || bBaseAlphaEnvmapMask)
{
if (bMask)
BindTexture( SHADER_SAMPLER2, envmapMaskVar, envmapMaskFrameVar );
else
BindTexture( SHADER_SAMPLER2, baseTextureVar, frameVar );
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, baseTextureTransformVar, envmapMaskScaleVar );
}
SetEnvMapTintPixelShaderDynamicState( 2, envmapTintVar, -1 );
if (bEnvmapSphere || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
{
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
}
}
SetModulationVertexShaderDynamicState();
float flConsts[12]={ 0, 0, 0, 1, // color
0, 0, 0, 0, // max
0, 0, 0, .5, // min
};
// set up outline pixel shader constants
if ( bDetailMultiply && ( nOutlineVar != -1 ) && ( params[nOutlineVar]->GetIntValue() ) )
{
if ( nOutlineColorVar != -1 )
params[nOutlineColorVar]->GetVecValue( flConsts, 3 );
if ( nOutlineEndVar != -1 )
flConsts[7] = params[nOutlineEndVar]->GetFloatValue();
if ( nOutlineStartVar != -1 )
flConsts[11] = params[nOutlineStartVar]->GetFloatValue();
}
s_pShaderAPI->SetPixelShaderConstant( 0, flConsts, 3 );
// Compute the vertex shader index.
unlitgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( s_pShaderAPI->GetCurrentNumBones() > 0 );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
void CBaseVSShader::DrawWorldBaseTexture( int baseTextureVar, int baseTextureTransformVar,
int frameVar, int colorVar, int alphaVar )
{
if( IsSnapshotting() )
{
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
s_pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION, 1, 0, 0 );
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BaseTexture" );
SetNormalBlendingShadowState();
lightmappedgeneric_basetexture_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BaseTexture", vshIndex.GetIndex() );
FogToOOOverbright();
}
else
{
IMaterialVar** params = s_ppParams;
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
if( bLightingOnly )
{
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
}
else
{
BindTexture( SHADER_SAMPLER0, baseTextureVar, frameVar );
}
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, baseTextureTransformVar );
SetColorPixelShaderConstant( 0, colorVar, alphaVar );
lightmappedgeneric_basetexture_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
void CBaseVSShader::DrawWorldBumpedDiffuseLighting( int bumpmapVar, int bumpFrameVar,
int bumpTransformVar, bool bMultiply,
bool bSSBump )
{
if( IsSnapshotting() )
{
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
if( bMultiply )
{
s_pShaderShadow->EnableBlending( true );
SingleTextureLightmapBlendMode();
}
s_pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, 0, 0 );
lightmappedgeneric_bumpmappedlightmap_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedLightmap", vshIndex.GetIndex() );
if ( bSSBump )
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_SSBumpmappedLightmap" );
else
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedLightmap" );
FogToFogColor();
}
else
{
if( !g_pConfig->m_bFastNoBump )
{
BindTexture( SHADER_SAMPLER0, bumpmapVar, bumpFrameVar );
}
else
{
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
}
LoadBumpLightmapCoordinateAxes_PixelShader( 0 );
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, bumpTransformVar );
SetModulationPixelShaderDynamicState( 3 );
lightmappedgeneric_bumpmappedlightmap_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
void CBaseVSShader::DrawWorldBumpedDiffuseLighting_Base_ps14( int bumpmapVar, int bumpFrameVar,
int bumpTransformVar,
int baseTextureVar, int baseTextureTransformVar, int frameVar )
{
if( IsSnapshotting() )
{
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
s_pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, 0, 0 );
lightmappedgeneric_bumpmappedlightmap_base_ps14_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedLightmap_Base_ps14", vshIndex.GetIndex() );
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedLightmap_Base_ps14" );
FogToFogColor();
}
else
{
if( !g_pConfig->m_bFastNoBump )
{
BindTexture( SHADER_SAMPLER0, bumpmapVar, bumpFrameVar );
}
else
{
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
}
LoadBumpLightmapCoordinateAxes_PixelShader( 0 );
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
BindTexture( SHADER_SAMPLER4, baseTextureVar, frameVar );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, bumpTransformVar );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, baseTextureTransformVar );
SetModulationPixelShaderDynamicState( 3 );
lightmappedgeneric_bumpmappedlightmap_base_ps14_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
void CBaseVSShader::DrawWorldBumpedDiffuseLighting_Blend_ps14( int bumpmapVar, int bumpFrameVar,
int bumpTransformVar,
int baseTextureVar, int baseTextureTransformVar,
int baseTextureFrameVar,
int baseTexture2Var, int baseTextureTransform2Var,
int baseTextureFrame2Var)
{
if( IsSnapshotting() )
{
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
s_pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, 0, 0 );
lightmappedgeneric_bumpmappedlightmap_blend_ps14_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedLightmap_Blend_ps14", vshIndex.GetIndex() );
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedLightmap_Blend_ps14" );
FogToFogColor();
}
else
{
if( !g_pConfig->m_bFastNoBump )
{
BindTexture( SHADER_SAMPLER0, bumpmapVar, bumpFrameVar );
}
else
{
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
}
LoadBumpLightmapCoordinateAxes_PixelShader( 0 );
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
BindTexture( SHADER_SAMPLER4, baseTextureVar, baseTextureFrameVar );
BindTexture( SHADER_SAMPLER5, baseTexture2Var, baseTextureFrame2Var );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, bumpTransformVar );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, baseTextureTransformVar );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, baseTextureTransform2Var );
SetModulationPixelShaderDynamicState( 3 );
lightmappedgeneric_bumpmappedlightmap_blend_ps14_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
//#define USE_DEST_ALPHA
#define USE_NORMALMAP_ALPHA
void CBaseVSShader::DrawWorldBumpedSpecularLighting( int bumpmapVar, int envmapVar,
int bumpFrameVar, int envmapFrameVar,
int envmapTintVar, int alphaVar,
int envmapContrastVar, int envmapSaturationVar,
int bumpTransformVar, int fresnelReflectionVar,
bool bBlend, bool bNoWriteZ )
{
// + BUMPED CUBEMAP
if( IsSnapshotting() )
{
SetInitialShadowState( );
if ( bNoWriteZ )
{
s_pShaderShadow->EnableDepthWrites( false );
}
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
{
s_pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
}
if( bBlend )
{
s_pShaderShadow->EnableBlending( true );
s_pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
}
// FIXME: Remove the normal (needed for tangent space gen)
s_pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
VERTEX_TANGENT_T, 1, 0, 0 );
IMaterialVar** params = s_ppParams;
bool bHasNormalMapAlphaEnvMapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
{
lightmappedgeneric_bumpmappedenvmap_ps14_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedEnvmap_ps14", vshIndex.GetIndex() );
int nPshIndex = bHasNormalMapAlphaEnvMapMask ? 1 : 0;
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedEnvmap_ps14", nPshIndex );
}
else
{
lightmappedgeneric_bumpmappedenvmap_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedEnvmap", vshIndex.GetIndex() );
int nPshIndex = bHasNormalMapAlphaEnvMapMask ? 1 : 0;
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedEnvmap", nPshIndex );
}
FogToBlack();
}
else
{
IMaterialVar** params = s_ppParams;
s_pShaderAPI->SetDefaultState();
BindTexture( SHADER_SAMPLER0, bumpmapVar, bumpFrameVar );
BindTexture( SHADER_SAMPLER3, envmapVar, envmapFrameVar );
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
{
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP );
lightmappedgeneric_bumpmappedenvmap_ps14_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
else
{
lightmappedgeneric_bumpmappedenvmap_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
SetEnvMapTintPixelShaderDynamicState( 0, envmapTintVar, alphaVar );
// GR - fudge consts a bit to fix const/lerp issues
SetPixelShaderConstantFudge( 1, envmapContrastVar );
SetPixelShaderConstantFudge( 2, envmapSaturationVar );
float greyWeights[4] = { 0.299f, 0.587f, 0.114f, 0.0f };
s_pShaderAPI->SetPixelShaderConstant( 3, greyWeights );
// [ 0, 0 ,0, R(0) ]
float fresnel[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
fresnel[3] = params[fresnelReflectionVar]->GetFloatValue();
s_pShaderAPI->SetPixelShaderConstant( 4, fresnel );
// [ 0, 0 ,0, 1-R(0) ]
fresnel[3] = 1.0f - fresnel[3];
s_pShaderAPI->SetPixelShaderConstant( 6, fresnel );
float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
s_pShaderAPI->SetPixelShaderConstant( 5, one );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, bumpTransformVar );
}
Draw();
}
void CBaseVSShader::DrawModelBumpedSpecularLighting( int bumpMapVar, int bumpMapFrameVar,
int envMapVar, int envMapVarFrame,
int envMapTintVar, int alphaVar,
int envMapContrastVar, int envMapSaturationVar,
int bumpTransformVar,
bool bBlendSpecular, bool bNoWriteZ )
{
IMaterialVar** params = s_ppParams;
if( IsSnapshotting() )
{
SetInitialShadowState( );
if ( bNoWriteZ )
{
s_pShaderShadow->EnableDepthWrites( false );
}
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
{
s_pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
}
s_pShaderShadow->EnableAlphaTest( false );
if( bBlendSpecular )
{
s_pShaderShadow->EnableBlending( true );
SetAdditiveBlendingShadowState( -1, false );
}
else
{
s_pShaderShadow->EnableBlending( false );
SetNormalBlendingShadowState( -1, false );
}
s_pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 4 /* userDataSize */ );
bool bHasNormalMapAlphaEnvMapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
{
vertexlitgeneric_envmappedbumpmap_nolighting_ps14_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14", vshIndex.GetIndex() );
if( bHasNormalMapAlphaEnvMapMask )
{
s_pShaderShadow->SetPixelShader( "VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14" );
}
else
{
s_pShaderShadow->SetPixelShader( "VertexLitGeneric_EnvmappedBumpmapV2_ps14" );
}
}
else
{
vertexlitgeneric_envmappedbumpmap_nolighting_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "VertexLitGeneric_EnvmappedBumpmap_NoLighting", vshIndex.GetIndex() );
// This version does not multiply by lighting
// NOTE: We don't support multiplying by lighting for bumped specular stuff.
if( bHasNormalMapAlphaEnvMapMask )
{
s_pShaderShadow->SetPixelShader( "VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha" );
}
else
{
s_pShaderShadow->SetPixelShader( "VertexLitGeneric_EnvmappedBumpmapV2" );
}
}
FogToBlack();
}
else
{
s_pShaderAPI->SetDefaultState();
BindTexture( SHADER_SAMPLER0, bumpMapVar, bumpMapFrameVar );
BindTexture( SHADER_SAMPLER3, envMapVar, envMapVarFrame );
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
{
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP );
}
if( bBlendSpecular )
{
SetEnvMapTintPixelShaderDynamicState( 0, envMapTintVar, -1 );
}
else
{
SetEnvMapTintPixelShaderDynamicState( 0, envMapTintVar, alphaVar );
}
// GR - fudge consts a bit to fix const/lerp issues
SetPixelShaderConstantFudge( 1, envMapContrastVar );
SetPixelShaderConstantFudge( 2, envMapSaturationVar );
float greyWeights[4] = { 0.299f, 0.587f, 0.114f, 0.0f };
s_pShaderAPI->SetPixelShaderConstant( 3, greyWeights );
// handle scrolling of bump texture
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, bumpTransformVar );
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
{
vertexlitgeneric_envmappedbumpmap_nolighting_ps14_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( s_pShaderAPI->GetCurrentNumBones() > 0 );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
else
{
vertexlitgeneric_envmappedbumpmap_nolighting_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( s_pShaderAPI->GetCurrentNumBones() > 0 );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
}
Draw();
}
void CBaseVSShader::DrawBaseTextureBlend( int baseTextureVar, int baseTextureTransformVar,
int baseTextureFrameVar,
int baseTexture2Var, int baseTextureTransform2Var,
int baseTextureFrame2Var, int colorVar, int alphaVar )
{
if( IsSnapshotting() )
{
SetInitialShadowState();
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
s_pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 |
SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
// FIXME: Remove the normal (needed for tangent space gen)
s_pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION, 2, 0, 0 );
lightmappedgeneric_basetextureblend_Static_Index vshIndex;
s_pShaderShadow->SetVertexShader( "lightmappedgeneric_basetextureblend", vshIndex.GetIndex() );
s_pShaderShadow->SetPixelShader( "lightmappedgeneric_basetextureblend", 0 );
FogToOOOverbright();
}
else
{
IMaterialVar** params = s_ppParams;
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
s_pShaderAPI->SetDefaultState();
if( bLightingOnly )
{
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
}
else
{
BindTexture( SHADER_SAMPLER0, baseTextureVar, baseTextureFrameVar );
BindTexture( SHADER_SAMPLER1, baseTexture2Var, baseTextureFrame2Var );
}
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_LIGHTMAP );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, baseTextureTransformVar );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, baseTextureTransform2Var );
SetColorPixelShaderConstant( 0, colorVar, alphaVar );
lightmappedgeneric_basetextureblend_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
void CBaseVSShader::DrawWorldBumpedUsingVertexShader( int baseTextureVar, int baseTextureTransformVar,
int bumpmapVar, int bumpFrameVar,
int bumpTransformVar,
int envmapMaskVar, int envmapMaskFrame,
int envmapVar,
int envmapFrameVar,
int envmapTintVar, int colorVar, int alphaVar,
int envmapContrastVar, int envmapSaturationVar,
int frameVar, int fresnelReflectionVar,
bool doBaseTexture2,
int baseTexture2Var, int baseTextureTransform2Var,
int baseTextureFrame2Var,
bool bSSBump
)
{
IMaterialVar** params = s_ppParams;
// Draw base texture
bool bMultiplyDiffuseLighting = false;
bool bBlendSpecular = false;
// Draw base texture(s)
if( doBaseTexture2 && params[baseTexture2Var]->IsTexture() && params[baseTextureVar]->IsTexture() )
{
DrawBaseTextureBlend( baseTextureVar, baseTextureTransformVar, frameVar,
baseTexture2Var, baseTextureTransform2Var, baseTextureFrame2Var, colorVar, alphaVar );
bMultiplyDiffuseLighting = true;
bBlendSpecular = true;
}
else if( params[baseTextureVar]->IsTexture() )
{
DrawWorldBaseTexture( baseTextureVar, baseTextureTransformVar, frameVar, colorVar, alphaVar );
bMultiplyDiffuseLighting = true;
bBlendSpecular = true;
}
else
{
// Just use color here
}
// Draw diffuse lighting
if( params[baseTextureVar]->IsTexture() || !params[envmapVar]->IsTexture() )
{
DrawWorldBumpedDiffuseLighting( bumpmapVar, bumpFrameVar, bumpTransformVar,
bMultiplyDiffuseLighting, bSSBump );
bBlendSpecular = true;
}
// Add specular lighting
if( params[envmapVar]->IsTexture() )
{
DrawWorldBumpedSpecularLighting(
bumpmapVar, envmapVar,
bumpFrameVar, envmapFrameVar,
envmapTintVar, alphaVar,
envmapContrastVar, envmapSaturationVar,
bumpTransformVar, fresnelReflectionVar,
bBlendSpecular );
}
}
#endif // GAME_SHADER_DLL
//-----------------------------------------------------------------------------
// GR - translucency query
//-----------------------------------------------------------------------------
BlendType_t CBaseVSShader::EvaluateBlendRequirements( int textureVar, bool isBaseTexture,
int detailTextureVar )
{
// Either we've got a constant modulation
bool isTranslucent = IsAlphaModulating();
// Or we've got a vertex alpha
isTranslucent = isTranslucent || (CurrentMaterialVarFlags() & MATERIAL_VAR_VERTEXALPHA);
// Or we've got a texture alpha (for blending or alpha test)
isTranslucent = isTranslucent || ( TextureIsTranslucent( textureVar, isBaseTexture ) &&
!(CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST ) );
if ( ( detailTextureVar != -1 ) && ( ! isTranslucent ) )
{
isTranslucent = TextureIsTranslucent( detailTextureVar, isBaseTexture );
}
if ( CurrentMaterialVarFlags() & MATERIAL_VAR_ADDITIVE )
{
return isTranslucent ? BT_BLENDADD : BT_ADD; // Additive
}
else
{
return isTranslucent ? BT_BLEND : BT_NONE; // Normal blending
}
}
#ifndef GAME_SHADER_DLL
void CBaseVSShader::SetFlashlightVertexShaderConstants( bool bBump, int bumpTransformVar, bool bDetail, int detailScaleVar, bool bSetTextureTransforms )
{
Assert( !IsSnapshotting() );
VMatrix worldToTexture;
const FlashlightState_t &flashlightState = s_pShaderAPI->GetFlashlightState( worldToTexture );
// 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 / ( ( 0.6f * flashlightState.m_FarZ ) - flashlightState.m_FarZ ); // DX8 needs this
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, pos, 1 );
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, worldToTexture.Base(), 4 );
// Set the flashlight attenuation factors
float atten[4];
atten[0] = flashlightState.m_fConstantAtten;
atten[1] = flashlightState.m_fLinearAtten;
atten[2] = flashlightState.m_fQuadraticAtten;
atten[3] = flashlightState.m_FarZ;
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, atten, 1 );
if ( bDetail )
{
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, BASETEXTURETRANSFORM, detailScaleVar );
}
if( bSetTextureTransforms )
{
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, BASETEXTURETRANSFORM );
if( !bDetail && bBump && bumpTransformVar != -1 )
{
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, bumpTransformVar ); // aliased on top of detail transform
}
}
}
#if SUPPORT_DX8
void CBaseVSShader::DrawFlashlight_dx80( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBump,
int bumpmapVar, int bumpmapFrame, int bumpTransform, int flashlightTextureVar, int flashlightTextureFrameVar,
bool bLightmappedGeneric, bool bWorldVertexTransition, int nWorldVertexTransitionPassID, int baseTexture2Var,
int baseTexture2FrameVar, bool bTeeth, int nTeethForwardVar, int nTeethIllumFactorVar )
{
// FLASHLIGHTFIXME: hack . . need to fix the vertex shader so that it can deal with and without bumps for vertexlitgeneric
if( !bLightmappedGeneric )
{
bBump = false;
}
if( pShaderShadow )
{
SetInitialShadowState();
pShaderShadow->EnableDepthWrites( false );
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
// Never alpha test the flashlight pass
pShaderShadow->EnableAlphaTest( false );
if ( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) )
{
// use zfunc zequals since alpha isn't guaranteed to
// be the same on both the regular pass and the flashlight pass.
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
}
// Alpha blend
if( bWorldVertexTransition )
{
// use separate alpha blend to make sure that we aren't adding alpha from source
if( nWorldVertexTransitionPassID == 0 )
{
EnableAlphaBlending( SHADER_BLEND_DST_ALPHA, SHADER_BLEND_ONE );
}
else
{
EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_DST_ALPHA, SHADER_BLEND_ONE );
}
}
else
{
SetAdditiveBlendingShadowState( BASETEXTURE, true );
}
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
if( bLightmappedGeneric )
{
bool bUsingVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
lightmappedgeneric_flashlight_vs11_Static_Index vshIndex;
vshIndex.SetNORMALMAP( bBump );
vshIndex.SetWORLDVERTEXTRANSITION( bWorldVertexTransition );
vshIndex.SetVERTEXCOLOR( bUsingVertexColor );
pShaderShadow->SetVertexShader( "lightmappedgeneric_flashlight_vs11", vshIndex.GetIndex() );
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
if( bBump )
{
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
}
if ( bWorldVertexTransition || bUsingVertexColor )
{
flags |= VERTEX_COLOR;
}
pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0 );
}
else
{
vertexlitgeneric_flashlight_vs11_Static_Index vshIndex;
vshIndex.SetTEETH( bTeeth );
pShaderShadow->SetVertexShader( "vertexlitgeneric_flashlight_vs11", vshIndex.GetIndex() );
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, bBump ? 4 : 0 );
}
bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );
flashlight_ps11_Static_Index pshIndex;
pshIndex.SetNORMALMAP( bBump );
pshIndex.SetNOCULL( bNoCull );
pShaderShadow->SetPixelShader( "flashlight_ps11", pshIndex.GetIndex() );
FogToBlack();
}
else
{
// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
// NOTE Tried to divide XY by Z, but doesn't work.
// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 0, true );
BindTexture( SHADER_SAMPLER0, flashlightTextureVar, flashlightTextureFrameVar );
if( bWorldVertexTransition && ( nWorldVertexTransitionPassID == 1 ) )
{
BindTexture( SHADER_SAMPLER1, baseTexture2Var, baseTexture2FrameVar );
}
else
{
if( params[BASETEXTURE]->IsTexture() )
{
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
}
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
if( bBump )
{
BindTexture( SHADER_SAMPLER3, bumpmapVar, bumpmapFrame );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
}
if( bLightmappedGeneric )
{
lightmappedgeneric_flashlight_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
else
{
vertexlitgeneric_flashlight_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
if( bTeeth )
{
Assert( nTeethForwardVar >= 0 );
Assert( nTeethIllumFactorVar >= 0 );
Vector4D lighting;
params[nTeethForwardVar]->GetVecValue( lighting.Base(), 3 );
lighting[3] = params[nTeethIllumFactorVar]->GetFloatValue();
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, lighting.Base() );
}
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
flashlight_ps11_Dynamic_Index pshIndex;
pShaderAPI->SetPixelShaderIndex( pshIndex.GetIndex() );
SetFlashlightVertexShaderConstants( bBump, bumpTransform, false, -1, true );
}
Draw();
}
#endif // support_dx8
#ifdef STDSHADER_DX9_DLL_EXPORT
void CBaseVSShader::DrawFlashlight_dx90( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars )
{
// FLASHLIGHTFIXME: hack . . need to fix the vertex shader so that it can deal with and without bumps for vertexlitgeneric
if( !vars.m_bLightmappedGeneric )
{
vars.m_bBump = false;
}
bool bBump2 = vars.m_bWorldVertexTransition && vars.m_bBump && vars.m_nBumpmap2Var != -1 && params[vars.m_nBumpmap2Var]->IsTexture();
bool bSeamless = vars.m_fSeamlessScale != 0.0;
bool bDetail = vars.m_bLightmappedGeneric && (vars.m_nDetailVar != -1) && params[vars.m_nDetailVar]->IsDefined() && (vars.m_nDetailScale != -1);
int nDetailBlendMode = 0;
if ( bDetail )
{
nDetailBlendMode = GetIntParam( vars.m_nDetailTextureCombineMode, params );
nDetailBlendMode = nDetailBlendMode > 1 ? 1 : nDetailBlendMode;
}
if( pShaderShadow )
{
SetInitialShadowState();
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
// Alpha blend
SetAdditiveBlendingShadowState( BASETEXTURE, true );
// Alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) );
if ( vars.m_nAlphaTestReference != -1 && params[vars.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
{
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[vars.m_nAlphaTestReference]->GetFloatValue() );
}
// Spot sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
// Base sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
// Normalizing cubemap sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
// Normalizing cubemap sampler2 or normal map sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
// RandomRotation sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
// Flashlight depth sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
if( vars.m_bWorldVertexTransition )
{
// $basetexture2
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
}
if( bBump2 )
{
// Normalmap2 sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
}
if( bDetail )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // detail sampler
if ( nDetailBlendMode != 0 ) //Not Mod2X
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true );
}
pShaderShadow->EnableSRGBWrite( true );
if( vars.m_bLightmappedGeneric )
{
lightmappedgeneric_flashlight_vs20_Static_Index vshIndex;
vshIndex.SetWORLDVERTEXTRANSITION( vars.m_bWorldVertexTransition );
vshIndex.SetNORMALMAP( vars.m_bBump );
vshIndex.SetSEAMLESS( bSeamless );
vshIndex.SetDETAIL( bDetail );
pShaderShadow->SetVertexShader( "lightmappedgeneric_flashlight_vs20", vshIndex.GetIndex() );
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
if( vars.m_bBump )
{
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
}
int numTexCoords = 1;
if( vars.m_bWorldVertexTransition )
{
flags |= VERTEX_COLOR;
numTexCoords = 2; // need lightmap texcoords to get alpha.
}
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
}
else
{
vertexlitgeneric_flashlight_vs11_Static_Index vshIndex;
vshIndex.SetTEETH( vars.m_bTeeth );
pShaderShadow->SetVertexShader( "vertexlitgeneric_flashlight_vs11", vshIndex.GetIndex() );
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
int numTexCoords = 1;
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, vars.m_bBump ? 4 : 0 );
}
int nBumpMapVariant = 0;
if ( vars.m_bBump )
{
nBumpMapVariant = ( vars.m_bSSBump ) ? 2 : 1;
}
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();
flashlight_ps20b_Static_Index pshIndex;
pshIndex.SetNORMALMAP( nBumpMapVariant );
pshIndex.SetNORMALMAP2( bBump2 );
pshIndex.SetWORLDVERTEXTRANSITION( vars.m_bWorldVertexTransition );
pshIndex.SetSEAMLESS( bSeamless );
pshIndex.SetDETAILTEXTURE( bDetail );
pshIndex.SetDETAIL_BLEND_MODE( nDetailBlendMode );
pshIndex.SetFLASHLIGHTDEPTHFILTERMODE( nShadowFilterMode );
pShaderShadow->SetPixelShader( "flashlight_ps20b", pshIndex.GetIndex() );
}
else
{
flashlight_ps20_Static_Index pshIndex;
pshIndex.SetNORMALMAP( nBumpMapVariant );
pshIndex.SetNORMALMAP2( bBump2 );
pshIndex.SetWORLDVERTEXTRANSITION( vars.m_bWorldVertexTransition );
pshIndex.SetSEAMLESS( bSeamless );
pshIndex.SetDETAILTEXTURE( bDetail );
pshIndex.SetDETAIL_BLEND_MODE( nDetailBlendMode );
pShaderShadow->SetPixelShader( "flashlight_ps20", pshIndex.GetIndex() );
}
FogToBlack();
}
else
{
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
SetFlashLightColorFromState( flashlightState, pShaderAPI );
BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
{
BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
// Tweaks associated with a given flashlight
float tweaks[4];
tweaks[0] = ShadowFilterFromState( flashlightState );
tweaks[1] = ShadowAttenFromState( flashlightState );
HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
// Dimensions of screen, used for screen-space noise map sampling
float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
int nWidth, nHeight;
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
vScreenScale[0] = (float) nWidth / 32.0f;
vScreenScale[1] = (float) nHeight / 32.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
}
if( params[BASETEXTURE]->IsTexture() && mat_fullbright.GetInt() != 2 )
{
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
}
if( vars.m_bWorldVertexTransition )
{
Assert( vars.m_nBaseTexture2Var >= 0 && vars.m_nBaseTexture2FrameVar >= 0 );
BindTexture( SHADER_SAMPLER4, vars.m_nBaseTexture2Var, vars.m_nBaseTexture2FrameVar );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
if( vars.m_bBump )
{
BindTexture( SHADER_SAMPLER3, vars.m_nBumpmapVar, vars.m_nBumpmapFrame );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
}
if( bDetail )
{
BindTexture( SHADER_SAMPLER8, vars.m_nDetailVar );
}
if( vars.m_bWorldVertexTransition )
{
if( bBump2 )
{
BindTexture( SHADER_SAMPLER6, vars.m_nBumpmap2Var, vars.m_nBumpmap2Frame );
}
}
if( vars.m_bLightmappedGeneric )
{
DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 );
if ( bSeamless )
{
float const0[4]={ vars.m_fSeamlessScale,0,0,0};
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, const0 );
}
if ( bDetail )
{
float vDetailConstants[4] = {1,1,1,1};
if ( vars.m_nDetailTint != -1 )
{
params[vars.m_nDetailTint]->GetVecValue( vDetailConstants, 3 );
}
if ( vars.m_nDetailTextureBlendFactor != -1 )
{
vDetailConstants[3] = params[vars.m_nDetailTextureBlendFactor]->GetFloatValue();
}
pShaderAPI->SetPixelShaderConstant( 0, vDetailConstants, 1 );
}
}
else
{
vertexlitgeneric_flashlight_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
if( vars.m_bTeeth )
{
Assert( vars.m_nTeethForwardVar >= 0 );
Assert( vars.m_nTeethIllumFactorVar >= 0 );
Vector4D lighting;
params[vars.m_nTeethForwardVar]->GetVecValue( lighting.Base(), 3 );
lighting[3] = params[vars.m_nTeethIllumFactorVar]->GetFloatValue();
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
}
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps20b );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) );
SET_DYNAMIC_PIXEL_SHADER( flashlight_ps20b );
}
else
{
DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER( flashlight_ps20 );
}
float atten[4]; // Set the flashlight attenuation factors
atten[0] = flashlightState.m_fConstantAtten;
atten[1] = flashlightState.m_fLinearAtten;
atten[2] = flashlightState.m_fQuadraticAtten;
atten[3] = flashlightState.m_FarZ;
s_pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
SetFlashlightVertexShaderConstants( vars.m_bBump, vars.m_nBumpTransform, bDetail, vars.m_nDetailScale, bSeamless ? false : true );
}
Draw();
}
#endif
void CBaseVSShader::InitParamsUnlitGeneric_DX8(
int baseTextureVar,
int detailScaleVar,
int envmapOptionalVar,
int envmapVar,
int envmapTintVar,
int envmapMaskScaleVar,
int nDetailBlendMode )
{
IMaterialVar** params = s_ppParams;
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( envmapTintVar >= 0 && !params[envmapTintVar]->IsDefined() )
{
params[envmapTintVar]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( envmapMaskScaleVar >= 0 && !params[envmapMaskScaleVar]->IsDefined() )
{
params[envmapMaskScaleVar]->SetFloatValue( 1.0f );
}
if( detailScaleVar >= 0 && !params[detailScaleVar]->IsDefined() )
{
params[detailScaleVar]->SetFloatValue( 4.0f );
}
// No texture means no self-illum or env mask in base alpha
if ( baseTextureVar >= 0 && !params[baseTextureVar]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
// Get rid of the envmap if it's optional for this dx level.
if( envmapOptionalVar >= 0 && params[envmapOptionalVar]->IsDefined() && params[envmapOptionalVar]->GetIntValue() )
{
if (envmapVar >= 0)
{
params[envmapVar]->SetUndefined();
}
}
// If mat_specular 0, then get rid of envmap
if( envmapVar >= 0 && baseTextureVar >= 0 && !g_pConfig->UseSpecular() && params[envmapVar]->IsDefined() && params[baseTextureVar]->IsDefined() )
{
params[envmapVar]->SetUndefined();
}
}
void CBaseVSShader::InitUnlitGeneric_DX8(
int baseTextureVar,
int detailVar,
int envmapVar,
int envmapMaskVar )
{
IMaterialVar** params = s_ppParams;
if (baseTextureVar >= 0 && params[baseTextureVar]->IsDefined())
{
LoadTexture( baseTextureVar );
if (!params[baseTextureVar]->GetTextureValue()->IsTranslucent())
{
if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
// Don't alpha test if the alpha channel is used for other purposes
if ( IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
// the second texture (if there is one)
if (detailVar >= 0 && params[detailVar]->IsDefined())
{
LoadTexture( detailVar );
}
if (envmapVar >= 0 && params[envmapVar]->IsDefined())
{
if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
LoadCubeMap( envmapVar );
else
LoadTexture( envmapVar );
if( !g_pHardwareConfig->SupportsCubeMaps() )
SET_FLAGS(MATERIAL_VAR_ENVMAPSPHERE);
if (envmapMaskVar >= 0 && params[envmapMaskVar]->IsDefined())
LoadTexture( envmapMaskVar );
}
}
#endif // GAME_SHADER_DLL
#endif // !_STATIC_LINKED || STDSHADER_DX8_DLL_EXPORT
// Take 0..1 seed and map to (u, v) coordinate to be used in shadow filter jittering...
void CBaseVSShader::HashShadow2DJitter( const float fJitterSeed, float *fU, float* fV )
{
const int nTexRes = 32;
int nSeed = fmod (fJitterSeed, 1.0f) * nTexRes * nTexRes;
int nRow = nSeed / nTexRes;
int nCol = nSeed % nTexRes;
// Div and mod to get an individual texel in the fTexRes x fTexRes grid
*fU = nRow / (float) nTexRes; // Row
*fV = nCol / (float) nTexRes; // Column
}
void CBaseVSShader::DrawEqualDepthToDestAlpha( void )
{
#ifdef STDSHADER_DX9_DLL_EXPORT
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
{
bool bMakeActualDrawCall = false;
if( s_pShaderShadow )
{
s_pShaderShadow->EnableColorWrites( false );
s_pShaderShadow->EnableAlphaWrites( true );
s_pShaderShadow->EnableDepthWrites( false );
s_pShaderShadow->EnableAlphaTest( false );
s_pShaderShadow->EnableBlending( false );
s_pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
s_pShaderShadow->SetVertexShader( "depthtodestalpha_vs20", 0 );
s_pShaderShadow->SetPixelShader( "depthtodestalpha_ps20b", 0 );
}
if( s_pShaderAPI )
{
s_pShaderAPI->SetVertexShaderIndex( 0 );
s_pShaderAPI->SetPixelShaderIndex( 0 );
bMakeActualDrawCall = s_pShaderAPI->ShouldWriteDepthToDestAlpha();
}
Draw( bMakeActualDrawCall );
}
#else
Assert( 0 ); //probably just needs a shader update to the latest
#endif
}