Ejemplo n.º 1
0
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
		// default to 'MODEL' mode...
		if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ))
			SET_FLAGS( MATERIAL_VAR_MODEL );
	}
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
{
	// Override vertex fog via the global setting if it isn't enabled/disabled in the material file.
	if ( !IS_FLAG_DEFINED( MATERIAL_VAR_VERTEXFOG ) && mat_force_vertexfog.GetBool() )
	{
		SET_FLAGS( MATERIAL_VAR_VERTEXFOG );
	}

	params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );

	// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
	if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
		params[info.m_nBaseTexture]->IsDefined() && 
		!( params[info.m_nNoDiffuseBumpLighting]->IsDefined() && params[info.m_nNoDiffuseBumpLighting]->GetIntValue() ) )
	{
		params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
	}

	if( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() )
	{
		if( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 )
		{
			Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
			params[info.m_nEnvmap]->SetUndefined();
		}
	}
	
	if ( (mat_disable_lightwarp.GetBool() ) &&
		 (info.m_nLightWarpTexture != -1) )
	{
		params[info.m_nLightWarpTexture]->SetUndefined();
	}
	if ( (mat_disable_fancy_blending.GetBool() ) &&
		 (info.m_nBlendModulateTexture != -1) )
	{
		params[info.m_nBlendModulateTexture]->SetUndefined();
	}

	if( !params[info.m_nEnvmapTint]->IsDefined() )
		params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );

	if( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() )
		params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 );

	if( !params[info.m_nSelfIllumTint]->IsDefined() )
		params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );

	if( !params[info.m_nDetailScale]->IsDefined() )
		params[info.m_nDetailScale]->SetFloatValue( 4.0f );

	if ( !params[info.m_nDetailTint]->IsDefined() )
		params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f );

	InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
	InitIntParam( info.m_nDetailTextureCombineMode, params, 0 );

	if( !params[info.m_nFresnelReflection]->IsDefined() )
		params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );

	if( !params[info.m_nEnvmapMaskFrame]->IsDefined() )
		params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 );
	
	if( !params[info.m_nEnvmapFrame]->IsDefined() )
		params[info.m_nEnvmapFrame]->SetIntValue( 0 );

	if( !params[info.m_nBumpFrame]->IsDefined() )
		params[info.m_nBumpFrame]->SetIntValue( 0 );

	if( !params[info.m_nDetailFrame]->IsDefined() )
		params[info.m_nDetailFrame]->SetIntValue( 0 );

	if( !params[info.m_nEnvmapContrast]->IsDefined() )
		params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
	
	if( !params[info.m_nEnvmapSaturation]->IsDefined() )
		params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
	
	InitFloatParam( info.m_nAlphaTestReference, params, 0.0f );

	// No texture means no self-illum or env mask in base alpha
	if ( !params[info.m_nBaseTexture]->IsDefined() )
	{
		CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
		CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
	}

	if( params[info.m_nBumpmap]->IsDefined() )
	{
		params[info.m_nEnvmapMask]->SetUndefined();
	}
	
	// If in decal mode, no debug override...
	if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
	{
		SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
	}

	SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
	if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0) )
	{
		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
	}

	// If mat_specular 0, then get rid of envmap
	if( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
	{
		params[info.m_nEnvmap]->SetUndefined();
	}

	if( !params[info.m_nBaseTextureNoEnvmap]->IsDefined() )
	{
		params[info.m_nBaseTextureNoEnvmap]->SetIntValue( 0 );
	}
	if( !params[info.m_nBaseTexture2NoEnvmap]->IsDefined() )
	{
		params[info.m_nBaseTexture2NoEnvmap]->SetIntValue( 0 );
	}

	if( ( info.m_nSelfShadowedBumpFlag != -1 ) &&
		( !params[info.m_nSelfShadowedBumpFlag]->IsDefined() )
		)
	{
		params[info.m_nSelfShadowedBumpFlag]->SetIntValue( 0 );
	}
	// handle line art parms
	InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 );
	InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 );
	InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );

	// parallax mapping
	InitFloatParam( info.m_nHeightScale, params, 0.1 );

	// srgb read 360
	InitIntParam( info.m_nShaderSrgbRead360, params, 0 );

	InitFloatParam( info.m_nEnvMapLightScale, params, 0.0f );

	SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nFoW, "_rt_fog_of_war" );

	if ( g_pConfig->m_bPaintInGame )
	{
		if( info.m_nPaintSplatNormal != -1 )
		{
			if( !params[info.m_nPaintSplatNormal]->IsDefined() )
			{
				params[info.m_nPaintSplatNormal]->SetStringValue( "paint/splatnormal_default" );
			}
		}
		
		if( info.m_nPaintSplatEnvMap != -1 )
		{
			if( !params[info.m_nPaintSplatEnvMap]->IsDefined() )
			{
				if( params[info.m_nEnvmap]->IsDefined() )
				{
					params[info.m_nPaintSplatEnvMap]->SetStringValue( params[info.m_nEnvmap]->GetStringValue() );
				}
				else
				{
					params[info.m_nPaintSplatEnvMap]->SetStringValue( "env_cubemap" );
				}
			}
		}
	}
	else
	{
		if( info.m_nPaintSplatNormal != -1 )
		{
			params[info.m_nPaintSplatNormal]->SetUndefined();
		}

		if( info.m_nPaintSplatEnvMap != -1 )
		{
			params[info.m_nPaintSplatEnvMap]->SetUndefined();
		}
	}
}
Ejemplo n.º 3
0
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
		// FLASHLIGHTFIXME
		params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );

		// We don't want no stinking bump mapping on models in dx8.
		// Wait a minute!  We want specular bump. .need to make that work by itself.
//		params[BUMPMAP]->SetUndefined();
//		if( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) )
//		{
//			CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
//			params[ENVMAP]->SetUndefined();
//		}
		// default to 'MODEL' mode...
		if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ))
			SET_FLAGS( MATERIAL_VAR_MODEL );

		if( !params[ENVMAPMASKSCALE]->IsDefined() )
			params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );

		if( !params[ENVMAPMASKFRAME]->IsDefined() )
			params[ENVMAPMASKFRAME]->SetIntValue( 0 );
		
		if( !params[ENVMAPTINT]->IsDefined() )
			params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );

		if( !params[SELFILLUMTINT]->IsDefined() )
			params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );

		if( !params[DETAILSCALE]->IsDefined() )
			params[DETAILSCALE]->SetFloatValue( 4.0f );

		if( !params[ENVMAPCONTRAST]->IsDefined() )
			params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
		
		if( !params[ENVMAPSATURATION]->IsDefined() )
			params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
		
		if( !params[ENVMAPFRAME]->IsDefined() )
			params[ENVMAPFRAME]->SetIntValue( 0 );

		if( !params[BUMPFRAME]->IsDefined() )
			params[BUMPFRAME]->SetIntValue( 0 );

		// No texture means no self-illum or env mask in base alpha
		if ( !params[BASETEXTURE]->IsDefined() )
		{
			CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
			CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
		}

		// If in decal mode, no debug override...
		if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
		{
			SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
		}

		// Force software skinning if the file says so
		if (!IS_FLAG_SET(MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING))
		{
#ifdef DIFFUSE_BUMP_ON_DX8
			// Software skin if diffuse bump mapping is used at all.
			if( g_pConfig->bBumpmap && 
				( ( params[BASETEXTURE]->IsDefined() && params[BUMPMAP]->IsDefined() ) ||
				  ( params[BUMPMAP]->IsDefined() && !params[ENVMAP]->IsDefined() ) ) )
			{
				SET_FLAGS( MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING );
			}
#endif
		}

		if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
		{
			SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
		}
		
		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );

		if( !params[DETAIL]->IsDefined() && !params[BUMPMAP]->IsDefined() )
		{
			SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TEXKILL );
		}

		// Get rid of the envmap if it's optional for this dx level.
		if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() )
		{
			params[ENVMAP]->SetUndefined();
		}

		// If mat_specular 0, then get rid of envmap
		if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
		{
			params[ENVMAP]->SetUndefined();
		}
	}