END_SHADER_PARAMS

SHADER_INIT_PARAMS()
{
    SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );

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

    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 );

    // No envmap uses mode 0, it's one less pass
    // Also, if multipass = 0, then go to mode 0 also
    if ( ( !params[ENVMAP]->IsDefined() ) ||
            ( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) )
    {
        CLEAR_FLAGS( MATERIAL_VAR_ENVMAPMODE );
    }

    // Vertex color requires mode 1
    if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) )
    {
        SET_FLAGS( MATERIAL_VAR_ENVMAPMODE );
    }

    // 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 );
    }

    SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
    SET_FLAGS2( MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING );

    // 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();
    }
}
	inline const char *GetPixelShaderName( IMaterialVar** params, bool bBumpedEnvMap )
	{
		static char const* s_pPixelShaders[] = 
		{
			// Unmasked
			"LightmappedGeneric_EnvMapV2",
			"LightmappedGeneric_SelfIlluminatedEnvMapV2",

			"LightmappedGeneric_BaseAlphaMaskedEnvMapV2",
			"LightmappedGeneric_SelfIlluminatedEnvMapV2",

			// Env map mask
			"LightmappedGeneric_MaskedEnvMapV2",
			"LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2",

			"LightmappedGeneric_MaskedEnvMapV2",
			"LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2",
		};

		if (!params[BASETEXTURE]->IsTexture())
		{
			if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap )
			{
				if (!params[ENVMAPMASK]->IsDefined() )
				{
					return "LightmappedGeneric_EnvmapNoTexture";
				}
				else
				{
					return "LightmappedGeneric_MaskedEnvmapNoTexture";
				}
			}
			else
			{
				return "LightmappedGeneric_NoTexture";
			}
		}
 		else
		{
			if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap )
			{
				int pshIndex = 0;
				if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
					pshIndex |= 0x1;
				if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
					pshIndex |= 0x2;
				if (params[ENVMAPMASK]->IsTexture())
					pshIndex |= 0x4;
				return s_pPixelShaders[pshIndex];
			}
			else
			{
				if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
					return "LightmappedGeneric_SelfIlluminated";
				else
					return "LightmappedGeneric";
			}
		}
	}
Ejemplo n.º 3
0
	bool DrawToGBuffer( IMaterialVar **params )
	{
#if DEFCFG_DEFERRED_SHADING == 1
		return true;
#else
		const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
		const bool bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );

		return !bTranslucent && !bIsDecal;
#endif
	}
Ejemplo n.º 4
0
/**
 * Request that a backup should be restored to the connected device.
 *
 * @param client The connected MobileBackup client to use.
 * @param backup_manifest The backup manifest, a plist_t of type PLIST_DICT
 *    containing the backup state to be restored.
 * @param flags Flags to send with the request. Currently this is a combination
 *    of the following mobilebackup_flags_t:
 *    MB_RESTORE_NOTIFY_SPRINGBOARD - let SpringBoard show a 'Restore' screen
 *    MB_RESTORE_PRESERVE_SETTINGS - do not overwrite any settings
 *    MB_RESTORE_PRESERVE_CAMERA_ROLL - preserve the photos of the camera roll
 * @param proto_version A string denoting the version of the backup protocol
 *    to use. Latest known version is "1.6". Ideally this value should be
 *    extracted from the given manifest plist.
 *
 * @return MOBILEBACKUP_E_SUCCESS on success, MOBILEBACKUP_E_INVALID_ARG if
 *    one of the parameters is invalid, MOBILEBACKUP_E_PLIST_ERROR if
 *    backup_manifest is not of type PLIST_DICT, MOBILEBACKUP_E_MUX_ERROR
 *    if a communication error occurs, or MOBILEBACKUP_E_REPLY_NOT_OK
 *    if the device did not accept the request.
 */
mobilebackup_error_t mobilebackup_request_restore(mobilebackup_client_t client, plist_t backup_manifest, mobilebackup_flags_t flags, const char *proto_version)
{
	if (!client || !client->parent || !backup_manifest || !proto_version)
		return MOBILEBACKUP_E_INVALID_ARG;

	if (backup_manifest && (plist_get_node_type(backup_manifest) != PLIST_DICT))
		return MOBILEBACKUP_E_PLIST_ERROR;

	mobilebackup_error_t err;

	/* construct request plist */
	plist_t dict = plist_new_dict();
	plist_dict_insert_item(dict, "BackupManifestKey", plist_copy(backup_manifest));
	plist_dict_insert_item(dict, "BackupMessageTypeKey", plist_new_string("kBackupMessageRestoreRequest"));
	plist_dict_insert_item(dict, "BackupProtocolVersion", plist_new_string(proto_version));
	/* add flags */
	plist_dict_insert_item(dict, "BackupNotifySpringBoard", plist_new_bool(IS_FLAG_SET(flags, MB_RESTORE_NOTIFY_SPRINGBOARD)));
	plist_dict_insert_item(dict, "BackupPreserveSettings", plist_new_bool(IS_FLAG_SET(flags, MB_RESTORE_PRESERVE_SETTINGS)));
	plist_dict_insert_item(dict, "BackupPreserveCameraRoll", plist_new_bool(IS_FLAG_SET(flags, MB_RESTORE_PRESERVE_CAMERA_ROLL)));

	/* send request */
	err = mobilebackup_send_message(client, NULL, dict);
	plist_free(dict);
	dict = NULL;
	if (err != MOBILEBACKUP_E_SUCCESS) {
		debug_info("ERROR: Could not send restore request message (%d)!", err);
		goto leave;
	}

	/* now receive and hopefully get a BackupMessageRestoreReplyOK */
	err = mobilebackup_receive_message(client, "BackupMessageRestoreReplyOK", &dict);
	if (err != MOBILEBACKUP_E_SUCCESS) {
		debug_info("ERROR: Could not receive RestoreReplyOK message (%d)!", err);
		goto leave;
	}

	plist_t node = plist_dict_get_item(dict, "BackupProtocolVersion");
	if (node) {
		char *str = NULL;
		plist_get_string_val(node, &str);
		if (str) {
			if (strcmp(str, proto_version) != 0) {
				err = MOBILEBACKUP_E_BAD_VERSION;
			}
			free(str);
		}
	}

leave:
	if (dict)
		plist_free(dict);
	return err;
}
Ejemplo n.º 5
0
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
		if( !params[ENVMAPMASKSCALE]->IsDefined() )
			params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );

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

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

		// No texture means no self-illum or env mask in base alpha
		if ( !params[BASETEXTURE]->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 );
		}
	}
static int OnGetFileAttributes(HWND hDlg)
{
    TFileTestData * pData = GetDialogData(hDlg);
    TFlagInfo * pFlags = FileAttributesValues;
    TCHAR szFileAttributes[512] = _T("");
    DWORD dwAttr;
    int nError = ERROR_SUCCESS;

    SaveDialog(hDlg);
    dwAttr = GetFileAttributes(pData->szFileName1);
    if(dwAttr != INVALID_FILE_ATTRIBUTES)
    {
        for(int i = 0; pFlags->dwValue != 0; i++, pFlags++)
        {
            if(IS_FLAG_SET(pFlags, dwAttr))
            {
                if(szFileAttributes[0] != 0)
                    StringCchCat(szFileAttributes, _countof(szFileAttributes), _T("\n"));
                StringCchCat(szFileAttributes, _countof(szFileAttributes), pFlags->szFlagText);
            }
        }

        if(szFileAttributes[0] == 0)
            StringCchCopy(szFileAttributes, _countof(szFileAttributes), _T("0"));
        MessageBoxRc(hDlg, IDS_FILE_ATTRIBUTES, (UINT_PTR)szFileAttributes);
    }
    else
        nError = GetLastError();

    SetResultInfo(hDlg, nError);
    return TRUE;
}
Ejemplo n.º 7
0
//-----------------------------------------------------------------------------
// Does the texture store translucency in its alpha channel?
//-----------------------------------------------------------------------------
bool CBaseShader::TextureIsTranslucent( int textureVar, bool isBaseTexture )
{
	if (textureVar < 0)
		return false;

	IMaterialVar** params = s_ppParams;
	if (params[textureVar]->GetType() == MATERIAL_VAR_TYPE_TEXTURE)
	{
		if (!isBaseTexture)
		{
			return params[textureVar]->GetTextureValue()->IsTranslucent();
		}
		else
		{
			// Override translucency settings if this flag is set.
			if (IS_FLAG_SET(MATERIAL_VAR_OPAQUETEXTURE))
				return false;

			if ( (CurrentMaterialVarFlags() & (MATERIAL_VAR_SELFILLUM | MATERIAL_VAR_BASEALPHAENVMAPMASK)) == 0)
			{
				if ((CurrentMaterialVarFlags() & MATERIAL_VAR_TRANSLUCENT) ||
					(CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST))
				{
					return params[textureVar]->GetTextureValue()->IsTranslucent();
				}
			}
		}
	}

	return false;
}
Ejemplo n.º 8
0
//-----------------------------------------------------------------------------
// Initialize shader parameters
//-----------------------------------------------------------------------------
void InitParamsPhong_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitGeneric_DX9_Vars_t &info )
{	
	// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
	Assert( info.m_nFlashlightTexture >= 0 );

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

	// Write over $basetexture with $info.m_nBumpmap if we are going to be using diffuse normal mapping.
	if( info.m_nAlbedo != -1 && g_pConfig->UseBumpmapping() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
		params[info.m_nBaseTexture]->IsDefined() )
	{
		params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
	}

	// This shader can be used with hw skinning
	SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
	SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );

	// No texture means no env mask in base alpha
	if ( !params[info.m_nBaseTexture]->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 );
	}

	// We always specify we're using user data, therefore we always need tangent spaces
	SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
	bool bBump = (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined();
	bool bEnvMap = (info.m_nEnvmap != -1) && params[info.m_nEnvmap]->IsDefined();
	bool bDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined();
	bool bPhong = (info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined();
	if( !bBump && !bEnvMap && !bDiffuseWarp && !bPhong )
	{
		CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
	}

	if ( ( info.m_nSelfIllumFresnelMinMaxExp != -1 ) && ( !params[info.m_nSelfIllumFresnelMinMaxExp]->IsDefined() ) )
	{
		params[info.m_nSelfIllumFresnelMinMaxExp]->SetVecValue( 0.0f, 1.0f, 1.0f );
	}

	InitFloatParam( info.m_nEnvmapFresnel, params, 0.0f );
	InitFloatParam( info.m_nAmbientOcclusion, params, 0.0f );
	InitFloatParam( info.m_nDisplacementWrinkleMap, params, 0.0f );

	InitIntParam( info.m_nSelfIllumFresnel, params, 0 );
	InitIntParam( info.m_nBaseMapAlphaPhongMask, params, 0 );
	InitIntParam( info.m_nBaseMapLuminancePhongMask, params, 0 );
	InitIntParam( info.m_nShaderSrgbRead360, params, 0 );
	InitIntParam( info.m_nAllowDiffuseModulation, params, 1 );

	InitIntParam( info.m_nPhongDisableHalfLambert, params, 0 );

	SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nFoW, "_rt_fog_of_war" );
}
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
		if( !params[ENVMAPTINT]->IsDefined() )
			params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
		if( !params[ENVMAPMASKSCALE]->IsDefined() )
			params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
		if( !params[DETAILSCALE]->IsDefined() )
			params[DETAILSCALE]->SetFloatValue( 4.0f );

		// No texture means no env mask in base alpha
		if ( !params[BASETEXTURE]->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( 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();
		}
	}
Ejemplo n.º 10
0
CNdasDevice::CNdasDevice(
	DWORD dwSlotNo, 
	CONST NDAS_DEVICE_ID& deviceId,
	DWORD dwFlags) :
	m_status(NDAS_DEVICE_STATUS_DISABLED),
	m_lastError(NDAS_DEVICE_ERROR_NONE),
	m_dwSlotNo(dwSlotNo),
	m_deviceId(deviceId),
	m_grantedAccess(0x00000000L),
	m_dwLastHeartbeatTick(0),
	m_dwCommFailureCount(0),
	m_fAutoRegistered(IS_FLAG_SET(dwFlags,NDAS_DEVICE_REG_FLAG_AUTO_REGISTERED)),
	m_fVolatile(IS_FLAG_SET(dwFlags,NDAS_DEVICE_REG_FLAG_VOLATILE)),
	m_fHidden(IS_FLAG_SET(dwFlags,NDAS_DEVICE_REG_FLAG_HIDDEN))
{
	m_szDeviceName[0] = TEXT('\0');

	::ZeroMemory(
		&m_hwInfo, 
		sizeof(HARDWARE_INFO));

	::ZeroMemory(
		m_pUnitDevices, 
		sizeof(CNdasUnitDevice*) * MAX_NDAS_UNITDEVICE_COUNT);

	HRESULT hr = ::StringCchPrintf(
		m_szCfgContainer, 
		30, 
		TEXT("Devices\\%04d"), 
		dwSlotNo);

	_ASSERT(SUCCEEDED(hr));

	//
	// After we allocate m_szCfgContainer, we can use SetConfigValue
	//
	if (m_fAutoRegistered)
	{
		(VOID) SetConfigValue(_T("AutoRegistered"), m_fAutoRegistered);
	}
	else
	{
		(VOID) DeleteConfigValue(_T("AutoRegistered"));		
	}

	DBGPRT_TRACE(_FT("ctor: %s\n"), ToString());
}
Ejemplo n.º 11
0
	int GetDrawFlagsPass1(IMaterialVar** params )
	{
		int flags = SHADER_DRAW_POSITION;
		if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
			flags |= SHADER_DRAW_COLOR;
		flags |= SHADER_DRAW_TEXCOORD0;
		return flags;
	}
Ejemplo n.º 12
0
	int GetDrawFlagsPass1(IMaterialVar** params, bool doDetail)
	{
		int flags = SHADER_DRAW_POSITION;
		if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
			flags |= SHADER_DRAW_COLOR;
		if (params[BASETEXTURE]->IsTexture())
			flags |= SHADER_DRAW_TEXCOORD0;
		if (doDetail)
			flags |= SHADER_DRAW_TEXCOORD1;
		return flags;
	}
Ejemplo n.º 13
0
HRESULT RemoveAllInheritedAces(PACL *ppAcl)
{
    BOOL bResult = FALSE;
    DWORD errorCode = S_OK;
    HRESULT hr = S_OK;
    ACL_SIZE_INFORMATION aclInformation;
    DWORD totalCount;
    DWORD aceIndex = 0;
    LPVOID ace = nullptr;
    BYTE aceFlags = 0;

    if ( !ARGUMENT_PRESENT(*ppAcl) )
    {
        return E_INVALIDARG;
    }

    bResult = GetAclInformation(
        *ppAcl,
        &aclInformation,
        sizeof(aclInformation),
        AclSizeInformation
        );
    FailGracefullyGLE(bResult, L"GetAclInformation");
    
    totalCount = aclInformation.AceCount;
    while ( aceIndex < totalCount ) 
    {
        bResult = GetAce(
            *ppAcl,
            aceIndex,
            &ace
            );
        FailGracefullyGLE(bResult, L"GetAce");
                        
        aceFlags = ((PACE_HEADER)ace)->AceFlags; 

        if (IS_FLAG_SET(aceFlags,INHERITED_ACE)) 
        {
            bResult = DeleteAce(
                *ppAcl,
                aceIndex);
            FailGracefullyGLE(bResult, L"DeleteAce");

            totalCount--;
        }
        else
        {
            aceIndex++;
        }
    }

exit_gracefully:
    return hr;
}
Ejemplo n.º 14
0
	SHADER_INIT_PARAMS()
	{
		SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );

		if ( g_pHardwareConfig->HasFastVertexTextures() )
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

		//const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
		const bool bDeferredActive = GetDeferredExt()->IsDeferredLightingEnabled();
		if( bDeferredActive )// && !bIsDecal )
		{
			const bool bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
			const bool bAlphaTest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST );

			if( bTranslucent ) 
			{
				CLEAR_FLAGS( MATERIAL_VAR_TRANSLUCENT );
				SET_FLAGS( MATERIAL_VAR_ALPHATEST );

				params[ALPHATESTREFERENCE]->SetFloatValue( 0.5f );
			}
			else if( bAlphaTest )
			{
				if( params[ALPHATESTREFERENCE]->GetFloatValue() == 0.0f )
					params[ALPHATESTREFERENCE]->SetFloatValue( 0.5f );
			}
		}

		const bool bDrawToGBuffer = DrawToGBuffer( params );

		if ( bDrawToGBuffer )
		{
			defParms_gBuffer parms_gbuffer;
			SetupParmsGBuffer( parms_gbuffer );
			InitParmsGBuffer( parms_gbuffer, this, params );
		
			defParms_shadow parms_shadow;
			SetupParmsShadow( parms_shadow );
			InitParmsShadowPass( parms_shadow, this, params );
		}
	}
bool IsTranslucent( IMaterialVar **params ) const
{
    if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
    {
        if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
            return true;
        // else, not cloaking this frame, so check flag in case the base material still needs it
    }

    // Check flag if not drawing cloak pass
    return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
}
Ejemplo n.º 16
0
	BEGIN_SHADER_PARAMS
	END_SHADER_PARAMS

	// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
	SHADER_INIT_PARAMS()
	{
		// No texture means no self-illum or env mask in base alpha
		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 );
		}

		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
	}
Ejemplo n.º 17
0
// Arranging the dialog layout for pre-arranged dialogs
static void CreateDialogLayout_PreArranged(TFlagDialogData * pData)
{
    TFlagInfo * pFlags;
    HWND hWndChild;
    UINT nChecked;

    // Parse all flags and setup every child item
    for(pFlags = pData->pFlags; pFlags->nIDCtrl != 0; pFlags++)
    {
        // Retrieve the child window belonging to this flag
        hWndChild = GetDlgItem(pData->hDlg, pFlags->nIDCtrl);
        assert(hWndChild != NULL);

        // Set the pointer to flag info structure to the child's window data
        SetWindowLongPtr(hWndChild, GWLP_USERDATA, (LONG_PTR)pFlags);

        // If the flag is set, we need to check that item
        nChecked = IS_FLAG_SET(pFlags, pData->dwFlags);
        Button_SetCheck(hWndChild, nChecked);
    }
}
Ejemplo n.º 18
0
static void ComputePhongShaderInfo( CBaseVSShader *pShader, IMaterialVar** params,
	VertexLitGeneric_DX9_Vars_t &info, bool bHasFlashlightOnly, PhongShaderInfo_t *pInfo )
{
	pInfo->m_bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
	pInfo->m_bHasBaseTextureWrinkle = pInfo->m_bHasBaseTexture && 
									 (info.m_nWrinkle != -1) && params[info.m_nWrinkle]->IsTexture() &&
									 (info.m_nStretch != -1) && params[info.m_nStretch]->IsTexture();
	pInfo->m_bHasBumpWrinkle = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture() && 
							   (info.m_nNormalWrinkle != -1) && params[info.m_nNormalWrinkle]->IsTexture() &&
							   (info.m_nNormalStretch != -1) && params[info.m_nNormalStretch]->IsTexture();
	pInfo->m_bHasEnvmap = !bHasFlashlightOnly && params[info.m_nEnvmap]->IsTexture();
	pInfo->m_bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0;
	pInfo->m_bHasSelfIllumFresnel = ( pInfo->m_bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
	pInfo->m_bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 );
	pInfo->m_bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture();
	pInfo->m_bHasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
	pInfo->m_bHasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture();

	// Rimlight must be set to non-zero to trigger rim light combo (also requires Phong)
	pInfo->m_bHasRimLight = r_rimlight.GetBool() && pInfo->m_bHasPhong && (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
}
Ejemplo n.º 19
0
//-----------------------------------------------------------------------------
// Does the texture store translucency in its alpha channel?
//-----------------------------------------------------------------------------
bool CBaseShader::TextureIsTranslucent( int textureVar, bool isBaseTexture )
{
	if (textureVar < 0)
		return false;

	IMaterialVar** params = s_ppParams;
	if (params[textureVar]->GetType() == MATERIAL_VAR_TYPE_TEXTURE)
	{
		if (!isBaseTexture)
		{
			return params[textureVar]->GetTextureValue()->IsTranslucent();
		}
		else
		{
			// Override translucency settings if this flag is set.
			if (IS_FLAG_SET(MATERIAL_VAR_OPAQUETEXTURE))
				return false;

			bool bHasSelfIllum				= ( ( CurrentMaterialVarFlags() & MATERIAL_VAR_SELFILLUM ) != 0 );
			bool bHasSelfIllumMask			= ( ( CurrentMaterialVarFlags2() & MATERIAL_VAR2_SELFILLUMMASK ) != 0 );
			bool bHasBaseAlphaEnvmapMask	= ( ( CurrentMaterialVarFlags() & MATERIAL_VAR_BASEALPHAENVMAPMASK ) != 0 );
			bool bUsingBaseTextureAlphaForSelfIllum = bHasSelfIllum && !bHasSelfIllumMask;
			// Check if we are using base texture alpha for something other than translucency.
			if ( !bUsingBaseTextureAlphaForSelfIllum && !bHasBaseAlphaEnvmapMask )
			{
				// We aren't using base alpha for anything other than trancluceny.

				// check if the material is marked as translucent or alpha test.
				if ((CurrentMaterialVarFlags() & MATERIAL_VAR_TRANSLUCENT) ||
					(CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST))
				{
					// Make sure the texture has an alpha channel.
					return params[textureVar]->GetTextureValue()->IsTranslucent();
				}
			}
		}
	}

	return false;
}
Ejemplo n.º 20
0
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
		if( !params[DETAILSCALE]->IsDefined() )
			params[DETAILSCALE]->SetFloatValue( 1.0f );

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

		if( !params[ENVMAPCONTRAST]->IsDefined() )
			params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
		
		if( !params[ENVMAPSATURATION]->IsDefined() )
			params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
		
		if( !params[UNLITFACTOR]->IsDefined() )
			params[UNLITFACTOR]->SetFloatValue( 0.3f );

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

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

		// No texture means no self-illum or env mask in base alpha
		if ( !params[BASETEXTURE]->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 );
		}
	}
	// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
	SHADER_INIT_PARAMS()
	{
		// FLASHLIGHTFIXME
		params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );

		// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
		if( ShouldUseBumpmapping( params ) && params[ALBEDO]->IsDefined() &&
			params[BASETEXTURE]->IsDefined() && 
			!( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) )
		{
			params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() );
		}

		if( IsUsingGraphics() && params[ENVMAP]->IsDefined() && !CanUseEditorMaterials() )
		{
			if( stricmp( params[ENVMAP]->GetStringValue(), "env_cubemap" ) == 0 )
			{
				Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
				params[ENVMAP]->SetUndefined();
			}
		}
		
		if( !params[ENVMAPMASKSCALE]->IsDefined() )
		{
			params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
		}

		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[DETAILBLENDFACTOR]->IsDefined() )
		{
			params[DETAILBLENDFACTOR]->SetFloatValue( 1.0f );
		}

		if( !params[FRESNELREFLECTION]->IsDefined() )
		{
			params[FRESNELREFLECTION]->SetFloatValue( 1.0f );
		}

		if( !params[ENVMAPMASKFRAME]->IsDefined() )
		{
			params[ENVMAPMASKFRAME]->SetIntValue( 0 );
		}
		
		if( !params[ENVMAPFRAME]->IsDefined() )
		{
			params[ENVMAPFRAME]->SetIntValue( 0 );
		}

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

		if( !params[ENVMAPCONTRAST]->IsDefined() )
		{
			params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
		}
		
		if( !params[ENVMAPSATURATION]->IsDefined() )
		{
			params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
		}

		if( !params[ALPHATESTREFERENCE]->IsDefined() )
		{
			params[ALPHATESTREFERENCE]->SetFloatValue( 0.0f );
		}

		// 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 );
		}

		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
		if( ShouldUseBumpmapping( params ) && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) )
		{
			SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
		}

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

		if( params[SEAMLESS_SCALE]->IsDefined() && params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
		{
			if( params[BUMPMAP]->IsDefined() )
			{
				Warning( "Can't use $bumpmap with $seamless_scale for lightmappedgeneric_dx8.  Implicitly disabling $bumpmap: %s\n", pMaterialName );
				params[BUMPMAP]->SetUndefined();
			}
			if( params[ENVMAP]->IsDefined() )
			{
				Warning( "Can't use $envmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $envmap: %s\n", pMaterialName );
				params[ENVMAP]->SetUndefined();
			}
		}

		if ( !params[SEAMLESS_SCALE]->IsDefined() )
		{
			// zero means don't do seamless mapping.
			params[SEAMLESS_SCALE]->SetFloatValue( 0.0f );
		}

		// Get rid of envmap if we aren't using bumpmapping 
		// *and* we have normalmapalphaenvmapmask *and* we don't have envmapmask elsewhere
		if ( params[ENVMAP]->IsDefined() && params[BUMPMAP]->IsDefined() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) && !ShouldUseBumpmapping( params ) )
		{
			if ( !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) && !params[ENVMAPMASK]->IsDefined() )
			{
				params[ENVMAP]->SetUndefined();
			}
		}
	}
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
{
	if ( g_pHardwareConfig->SupportsBorderColor() )
	{
		params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
	}
	else
	{
		params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
	}

	// 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 cubemaps
    //cubemap parallax correction requires all 4 lines (if the 2nd, 3rd, or 4th are undef, undef the first one (checking done on first var)
    if (!(params[info.m_nEnvmapParallaxObb2]->IsDefined() && params[info.m_nEnvmapParallaxObb3]->IsDefined() && params[info.m_nEnvmapOrigin]->IsDefined()))
    {
        params[info.m_nEnvmapParallaxObb1]->SetUndefined();
    }
}
Ejemplo n.º 23
0
	SHADER_INIT_PARAMS()
	{

		if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
		{
			params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
		}
	
		params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );

		// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
		if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && params[ALBEDO]->IsDefined() &&
			params[BASETEXTURE]->IsDefined() && 
			!( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) )
		{
			params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() );
		}
	
		if( !params[NODIFFUSEBUMPLIGHTING]->IsDefined() )
		{
			params[NODIFFUSEBUMPLIGHTING]->SetIntValue( 0 );
		}

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

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

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

		if( !params[DETAILFRAME]->IsDefined() )
		{
			params[DETAILFRAME]->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 );
		}

		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
		if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) )
		{
			SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
		}

		// srgb read 360
		InitIntParam( SHADERSRGBREAD360, params, 0 );
	}
Ejemplo n.º 24
0
	void DrawPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
		IShaderShadow* pShaderShadow, bool hasFlashlight, VertexCompressionType_t vertexCompression )
	{
		bool bSinglePassFlashlight = false;
		bool hasBump = params[BUMPMAP]->IsTexture();
		bool hasDiffuseBumpmap = hasBump && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0);
		bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
		bool hasDetailTexture = /*!hasBump && */params[DETAIL]->IsTexture();
		bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0;
		bool bHasDetailAlpha = params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() != 0;
		bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;

		BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true );
		bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use

		bool bSeamlessMapping = params[SEAMLESS_SCALE]->GetFloatValue() != 0.0;

		bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( SHADERSRGBREAD360 ) && params[SHADERSRGBREAD360]->GetIntValue() );

		SHADOW_STATE
		{
			int nShadowFilterMode = 0;

			// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
			pShaderShadow->EnableAlphaTest( bIsAlphaTested );
			if( hasFlashlight )
			{
				if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
				{
					nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
				}

				SetAdditiveBlendingShadowState( BASETEXTURE, true );
				pShaderShadow->EnableDepthWrites( false );

				// Be sure not to write to dest alpha
				pShaderShadow->EnableAlphaWrites( false );
			}
			else
			{
				SetDefaultBlendingShadowState( BASETEXTURE, true );
			}

			unsigned int flags = VERTEX_POSITION;
			if( hasBaseTexture )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead );
			}
			//			if( hasLightmap )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
			}
			if( hasFlashlight )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
				pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
				flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
			}
			if( hasDetailTexture )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			}
			if( hasBump )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
			}
			if( hasVertexColor )
			{
				flags |= VERTEX_COLOR;
			}

			// Normalizing cube map
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );

			// 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 hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );

			pShaderShadow->EnableSRGBWrite( true );

			int nLightingPreviewMode = IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 );

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
				SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE,  hasFlashlight );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
				SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 );
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
			}
			else
#endif
			{
				DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
				SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE,  hasFlashlight );
				SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, false );
				SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, 0 ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); //( bumpmap_variant == 2 )?1:0);
				SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING,  false );
				SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode != 0 );
	#ifdef _X360
				SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
	#endif
				SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
			}

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE,  bHasDetailAlpha );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS,  bSeamlessMapping );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
			}
			else
#endif
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE,  bHasDetailAlpha );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS,  bSeamlessMapping );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE,  hasDetailTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP,  hasBump );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP,  hasDiffuseBumpmap );
				SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR,  hasVertexColor );
				SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM,  hasSelfIllum );
				SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_ALPHA_MASK_BASE_TEXTURE,  bHasDetailAlpha );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS,  bSeamlessMapping );
				SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead );
				SET_STATIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
			}

			// HACK HACK HACK - enable alpha writes all the time so that we have them for
			// underwater stuff. 
			// But only do it if we're not using the alpha already for translucency
			pShaderShadow->EnableAlphaWrites( bFullyOpaque );

			if( hasFlashlight )
			{
				FogToBlack();
			}
			else
			{
				DefaultFog();
			}

			PI_BeginCommandBuffer();
			PI_SetModulationVertexShaderDynamicState( );
			PI_EndCommandBuffer();
		}
		DYNAMIC_STATE
		{
			if( hasBaseTexture )
			{
				BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
			}
			else
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
			}

			//			if( hasLightmap )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
			}

			bool bFlashlightShadows = false;
			bool bUberlight = false;
			if( hasFlashlight )
			{
				VMatrix worldToTexture;
				ITexture *pFlashlightDepthTexture;
				FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
				bFlashlightShadows = state.m_bEnableShadows;
				bUberlight = state.m_bUberlight;

				SetFlashLightColorFromState( state, pShaderAPI, bSinglePassFlashlight );

				BindTexture( SHADER_SAMPLER2, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );

				if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() )
				{
					BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture );
				}
			}
			if( hasDetailTexture )
			{
				BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME );
			}
			if( hasBump )
			{
				if( !g_pConfig->m_bFastNoBump )
				{
					BindTexture( SHADER_SAMPLER4, BUMPMAP, BUMPFRAME );
				}
				else
				{
					pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT );
				}
			}
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );

			// 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[BASETEXTURETRANSFORM]->MatrixIsIdentity() &&
				params[BUMPTRANSFORM]->MatrixIsIdentity() );

			bool bVertexShaderFastPath = !bHasTextureTransform;
			if( params[DETAIL]->IsTexture() )
			{
				bVertexShaderFastPath = false;
			}
			if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) != 0 )
			{
				bVertexShaderFastPath = false;
			}

			if( !bVertexShaderFastPath )
			{
				if ( !bSeamlessMapping )
				{
					SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
				}
				if( hasBump && !bHasDetailAlpha )
				{
					SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BUMPTRANSFORM );
					Assert( !hasDetailTexture );
				}
			}

			MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();

			if ( IsPC() )
			{
				bool bWorldNormal = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ) == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH;
				if ( bWorldNormal )
				{
					float vEyeDir[4];
					pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir );

					float flFarZ = pShaderAPI->GetFarZ();
					vEyeDir[0] /= flFarZ;	// Divide by farZ for SSAO algorithm
					vEyeDir[1] /= flFarZ;
					vEyeDir[2] /= flFarZ;
					pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_12, vEyeDir );
				}
			}

#ifndef _X360
			if (g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
				SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
				SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 );
			}
			else
#endif
			{
				DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
				SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH,  bVertexShaderFastPath );
				SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
			}

			bool bWriteDepthToAlpha;
			bool bWriteWaterFogToAlpha;
			if( 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;
			}

#ifndef _X360
			if ( g_pHardwareConfig->HasFastVertexTextures() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 );

				// Don't write fog to alpha if we're using translucency
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, bUberlight );
				SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps30 );
			}
			else
#endif
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b );

				// Don't write fog to alpha if we're using translucency
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20b );
			}
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 );

				// Don't write fog to alpha if we're using translucency
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) && 
												(nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested );
				SET_DYNAMIC_PIXEL_SHADER( worldtwotextureblend_ps20 );
			}


			// always set the transform for detail textures since I'm assuming that you'll
			// always have a detailscale.
			if( hasDetailTexture )
			{
				SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, DETAILSCALE );
				Assert( !( hasBump && !bHasDetailAlpha ) );
			}

			SetPixelShaderConstantGammaToLinear( 7, SELFILLUMTINT );

			float eyePos[4];
			pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
			pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
			pShaderAPI->SetPixelShaderFogParams( 11 );

			if ( bSeamlessMapping )
			{
				float map_scale[4]={ params[SEAMLESS_SCALE]->GetFloatValue(),0,0,0};
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
			}


			if( hasFlashlight )
			{
				VMatrix worldToTexture;
				const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );

				// 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_FarZAtten;
				pShaderAPI->SetPixelShaderConstant( 20, atten, 1 );

				// Set the flashlight origin
				float pos[4];
				pos[0] = flashlightState.m_vecLightOrigin[0];
				pos[1] = flashlightState.m_vecLightOrigin[1];
				pos[2] = flashlightState.m_vecLightOrigin[2];
				pos[3] = flashlightState.m_FarZ; // didn't have this in main. . probably need this?
				pShaderAPI->SetPixelShaderConstant( 15, pos, 1 );

				pShaderAPI->SetPixelShaderConstant( 16, worldToTexture.Base(), 4 );

				if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
				{
					SetupUberlightFromState( pShaderAPI, flashlightState );
				}
			}
		}
		Draw();
	}
Ejemplo n.º 25
0
void Draw_Eyes_Refract_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
	IShaderShadow* pShaderShadow, bool bDrawFlashlightAdditivePass, Eye_Refract_Vars_t &info, VertexCompressionType_t vertexCompression )
{
	bool bDiffuseWarp = IS_PARAM_DEFINED( info.m_nDiffuseWarpTexture );
	bool bIntro = IS_PARAM_DEFINED( info.m_nIntro ) ? ( params[info.m_nIntro]->GetIntValue() ? true : false ) : false;

	SHADOW_STATE
	{
		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );

		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );	// Cornea normal
		pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );	// Iris
		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );	// Cube reflection
		pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );	// Ambient occlusion

		// Set stream format (note that this shader supports compression)
		unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_FORMAT_COMPRESSED;
		int nTexCoordCount = 1;
		int userDataSize = 0;
		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );

		if ( bDiffuseWarp )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );	// Light warp
		}

#if !defined( PLATFORM_X360 )
		bool bWorldNormal = ( ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH == ( IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 )));
#endif

		int nShadowFilterMode = 0;
		if ( bDrawFlashlightAdditivePass == true )
		{
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();	// Based upon vendor and device dependent formats
			}

			pShaderShadow->EnableDepthWrites( false );
			pShaderShadow->EnableAlphaWrites( false );
			pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // Additive blending 
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );	// Flashlight cookie
		}
		else
		{
			pShaderShadow->EnableAlphaWrites( true );
		}

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
			SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, 0 );
			SET_STATIC_VERTEX_SHADER( eye_refract_vs20 );

			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
				bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );

				DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
				SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, 0 );
				SET_STATIC_PIXEL_SHADER( eye_refract_ps20b );

				if ( bDrawFlashlightAdditivePass == true )
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Shadow depth map
					pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER6 );
					pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );	// Noise map
				}
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
				SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, 0 );
				SET_STATIC_PIXEL_SHADER( eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );	// Screen space ambient occlusion

			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
			SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TESSELLATION );

			DECLARE_STATIC_VERTEX_SHADER( eye_refract_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
			SET_STATIC_VERTEX_SHADER_COMBO( INTRO, bIntro ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_VERTEX_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
			SET_STATIC_VERTEX_SHADER( eye_refract_vs30 );

			bool bSphereTexKillCombo = IS_PARAM_DEFINED( info.m_nSphereTexKillCombo ) ? ( params[info.m_nSphereTexKillCombo]->GetIntValue() ? true : false ) : ( kDefaultSphereTexKillCombo ? true : false );
			bool bRayTraceSphere = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? ( params[info.m_nRaytraceSphere]->GetIntValue() ? true : false ) : ( kDefaultRaytraceSphere ? true : false );

			DECLARE_STATIC_PIXEL_SHADER( eye_refract_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( SPHERETEXKILLCOMBO, bSphereTexKillCombo ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( RAYTRACESPHERE, bRayTraceSphere ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bDrawFlashlightAdditivePass ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bDiffuseWarp ? 1 : 0 );
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
			SET_STATIC_PIXEL_SHADER_COMBO( WORLD_NORMAL, bWorldNormal );
			SET_STATIC_PIXEL_SHADER( eye_refract_ps30 );

			if ( bDrawFlashlightAdditivePass == true )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );	// Shadow depth map
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );	// Noise map
			}
		}
#endif

		// On DX9, get the gamma read and write correct
		//pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );		// Cornea normal
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );			// Iris
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );			// Cube map reflection
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );			// Ambient occlusion
		pShaderShadow->EnableSRGBWrite( true );

		if ( bDiffuseWarp )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );		// Light Warp
		}

		if ( bDrawFlashlightAdditivePass == true )
		{
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, true );		// Flashlight cookie
		}

		// Fog
		if ( bDrawFlashlightAdditivePass == true )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->FogToFogColor();
		}

		// Per-instance state
		pShader->PI_BeginCommandBuffer();
		if ( !bDrawFlashlightAdditivePass )
		{
			pShader->PI_SetPixelShaderLocalLighting( PSREG_LIGHT_INFO_ARRAY );
		}
		pShader->PI_SetVertexShaderAmbientLightCube();
		pShader->PI_SetPixelShaderAmbientLightCubeLuminance( 10 );
		pShader->PI_EndCommandBuffer();
	}
	DYNAMIC_STATE
	{
		VMatrix worldToTexture;
		ITexture *pFlashlightDepthTexture = NULL;
		FlashlightState_t flashlightState;
		bool bFlashlightShadows = false;
		if ( bDrawFlashlightAdditivePass == true )
		{
			flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			bFlashlightShadows = flashlightState.m_bEnableShadows;
		}

		bool bSinglePassFlashlight = false;

		pShader->BindTexture( SHADER_SAMPLER0, info.m_nCorneaTexture );
		pShader->BindTexture( SHADER_SAMPLER1, info.m_nIris, info.m_nIrisFrame );
		pShader->BindTexture( SHADER_SAMPLER2, info.m_nEnvmap );
		pShader->BindTexture( SHADER_SAMPLER3, info.m_nAmbientOcclTexture );
	
		if ( bDiffuseWarp )
		{
			if ( r_lightwarpidentity.GetBool() )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_IDENTITY_LIGHTWARP );
			}
			else
			{
				pShader->BindTexture( SHADER_SAMPLER4, info.m_nDiffuseWarpTexture );
			}
		}

		// On PC, we sample from ambient occlusion texture
		if ( IsPC() && g_pHardwareConfig->HasFastVertexTextures() )
		{
			ITexture *pAOTexture = pShaderAPI->GetTextureRenderingParameter( TEXTURE_RENDERPARM_AMBIENT_OCCLUSION );

			if ( pAOTexture )
			{
				pShader->BindTexture( SHADER_SAMPLER8, pAOTexture );
			}
			else
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE );
			}
		}

		if ( bDrawFlashlightAdditivePass == true )
			pShader->BindTexture( SHADER_SAMPLER5, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );

		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nEyeOrigin );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nIrisU );
		pShader->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.m_nIrisV );

		if ( bDrawFlashlightAdditivePass == true )
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, flashlightState.m_vecLightOrigin.Base(), 1 );

		LightState_t lightState = { 0, false, false };
		if ( bDrawFlashlightAdditivePass == false )
		{
			pShaderAPI->GetDX9LightState( &lightState );
		}

		int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, 0 );
			SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs20 );
		}
#ifndef _X360
		else
		{
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );

			if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH )
			{
				float vEyeDir[4];
				pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir );

				float flFarZ = pShaderAPI->GetFarZ();
				vEyeDir[0] /= flFarZ;	// Divide by farZ for SSAO algorithm
				vEyeDir[1] /= flFarZ;
				vEyeDir[2] /= flFarZ;
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vEyeDir );
			}

			TessellationMode_t nTessellationMode = pShaderAPI->GetTessellationMode();
			if ( nTessellationMode != TESSELLATION_MODE_DISABLED )
			{
				pShaderAPI->BindStandardVertexTexture( SHADER_VERTEXTEXTURE_SAMPLER1, TEXTURE_SUBDIVISION_PATCHES );

				bool bHasDisplacement = false; // TODO
				float vSubDDimensions[4] = { 1.0f/pShaderAPI->GetSubDHeight(), bHasDisplacement && mat_displacementmap.GetBool() ? 1.0f : 0.0f, 0.0f, 0.0f };
				pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vSubDDimensions );
			}

			DECLARE_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( TESSELLATION, nTessellationMode );
			SET_DYNAMIC_VERTEX_SHADER( eye_refract_vs30 );
		}
#endif

		// Special constant for DX9 eyes: { Dilation, Glossiness, x, x };
		float vPSConst[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		vPSConst[0] = IS_PARAM_DEFINED( info.m_nDilation ) ? params[info.m_nDilation]->GetFloatValue() : kDefaultDilation;
		vPSConst[1] = IS_PARAM_DEFINED( info.m_nGlossiness ) ? params[info.m_nGlossiness]->GetFloatValue() : kDefaultGlossiness;
		vPSConst[2] = 0.0f; // NOT USED
		vPSConst[3] = IS_PARAM_DEFINED( info.m_nCorneaBumpStrength ) ? params[info.m_nCorneaBumpStrength]->GetFloatValue() : kDefaultCorneaBumpStrength;
		pShaderAPI->SetPixelShaderConstant( 0, vPSConst, 1 );

		pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEyeOrigin ) ? params[info.m_nEyeOrigin]->GetVecValue() : kDefaultEyeOrigin, 1 );
		pShaderAPI->SetPixelShaderConstant( 2, IS_PARAM_DEFINED( info.m_nIrisU ) ? params[info.m_nIrisU]->GetVecValue() : kDefaultIrisU, 1 );
		pShaderAPI->SetPixelShaderConstant( 3, IS_PARAM_DEFINED( info.m_nIrisV ) ? params[info.m_nIrisV]->GetVecValue() : kDefaultIrisV, 1 );

		float vEyePos[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
		pShaderAPI->SetPixelShaderConstant( 4, vEyePos, 1 );

		float vAmbientOcclusion[4] = { 0.33f, 0.33f, 0.33f, 0.0f };
		if ( IS_PARAM_DEFINED( info.m_nAmbientOcclColor ) )
		{
			params[info.m_nAmbientOcclColor]->GetVecValue( vAmbientOcclusion, 3 );
		}
		vAmbientOcclusion[3] = IS_PARAM_DEFINED( info.m_nAmbientOcclusion ) ? params[info.m_nAmbientOcclusion]->GetFloatValue() : 0.0f;

		float vPackedConst6[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
		//vPackedConst6[0] Unused
		vPackedConst6[1] = IS_PARAM_DEFINED( info.m_nEyeballRadius ) ? params[info.m_nEyeballRadius]->GetFloatValue() : kDefaultEyeballRadius;
		//vPackedConst6[2] = IS_PARAM_DEFINED( info.m_nRaytraceSphere ) ? params[info.m_nRaytraceSphere]->GetFloatValue() : kDefaultRaytraceSphere;
		vPackedConst6[3] = IS_PARAM_DEFINED( info.m_nParallaxStrength ) ? params[info.m_nParallaxStrength]->GetFloatValue() : kDefaultParallaxStrength;
		pShaderAPI->SetPixelShaderConstant( 6, vPackedConst6, 1 );

		if ( bDrawFlashlightAdditivePass == true )
		{
			SetFlashLightColorFromState( flashlightState, pShaderAPI, bSinglePassFlashlight );

			if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
			{
				pShader->BindTexture( SHADER_SAMPLER6, pFlashlightDepthTexture, 0 );
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_SHADOW_NOISE_2D );
			}
		}

		if ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH )
		{
			float vEyeDir[4];
			pShaderAPI->GetWorldSpaceCameraDirection( vEyeDir );

			float flFarZ = pShaderAPI->GetFarZ();
			vEyeDir[0] /= flFarZ;	// Divide by farZ for SSAO algorithm
			vEyeDir[1] /= flFarZ;
			vEyeDir[2] /= flFarZ;
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, vEyeDir );
		}

		// Flashlight tax
#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
				SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20b );
			}
			else // ps.2.0
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps20 );
			}
		}
#ifndef _X360
		else
		{
			DECLARE_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, nFixedLightingMode ? 0 : lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, nFixedLightingMode ? false : bFlashlightShadows );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight );
			SET_DYNAMIC_PIXEL_SHADER( eye_refract_ps30 );

			// Set constant to enable translation of VPOS to render target coordinates in ps_3_0
			pShaderAPI->SetScreenSizeForVPOS();

			SetupUberlightFromState( pShaderAPI, flashlightState );
		}
#endif

		pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );

		if ( bDrawFlashlightAdditivePass == true )
		{
			float atten[4], pos[4], tweaks[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_FarZAtten;
			pShaderAPI->SetPixelShaderConstant( 7, atten, 1 );

			pos[0] = flashlightState.m_vecLightOrigin[0];		// Set the flashlight origin
			pos[1] = flashlightState.m_vecLightOrigin[1];
			pos[2] = flashlightState.m_vecLightOrigin[2];
			pShaderAPI->SetPixelShaderConstant( 8, pos, 1 );

			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 );

			// Tweaks associated with a given flashlight
			tweaks[0] = ShadowFilterFromState( flashlightState );
			tweaks[1] = ShadowAttenFromState( flashlightState );
			pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
			pShaderAPI->SetPixelShaderConstant( 9, 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 );

			int nTexWidth, nTexHeight;
			pShaderAPI->GetStandardTextureDimensions( &nTexWidth, &nTexHeight, TEXTURE_SHADOW_NOISE_2D );

			vScreenScale[0] = (float) nWidth  / nTexWidth;
			vScreenScale[1] = (float) nHeight / nTexHeight;
			pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );

			vAmbientOcclusion[3] *= flashlightState.m_flAmbientOcclusion;
		}

		vAmbientOcclusion[3] = MIN( MAX( vAmbientOcclusion[3], 0.0f ), 1.0f );
		pShaderAPI->SetPixelShaderConstant( 5, vAmbientOcclusion, 1 );

		// Intro tax
		if ( bIntro )
		{
			float curTime = params[info.m_nWarpParam]->GetFloatValue();
			float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
			if ( IS_PARAM_DEFINED( info.m_nEntityOrigin ) )
			{
				params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
			}
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, timeVec, 1 );
		}
	}
	pShader->Draw();
}
Ejemplo n.º 26
0
//--------------------------------------------------------------------------------------------------
// Name: IsFlagSet
// Desc: Checks a game effect flag
//--------------------------------------------------------------------------------------------------
bool CGameEffect::IsFlagSet(uint32 flag) const
{
	return IS_FLAG_SET(m_flags,flag);
}//-------------------------------------------------------------------------------------------------
Ejemplo n.º 27
0
void DrawPassShadowPass( const defParms_shadow &info, CBaseVSShader *pShader, IMaterialVar **params,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
	VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext )
{
	const bool bModel = info.bModel;
	const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
	const bool bFastVTex = g_pHardwareConfig->HasFastVertexTextures();
	const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );

	const bool bAlbedo = PARM_TEX( info.iAlbedo );
	const bool bAlbedo2 = PARM_TEX( info.iAlbedo2 );
	const bool bAlbedo3 = PARM_TEX( info.iAlbedo3 );
	const bool bAlbedo4 = PARM_TEX( info.iAlbedo4 );
	const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo;

	const bool bMultiBlend = PARM_SET( info.iMultiblend ) && bAlbedo && bAlbedo2 && bAlbedo3;
	const bool bBaseTexture2 = !bMultiBlend && bAlbedo2;

	SHADOW_STATE
	{
		pShaderShadow->SetDefaultState();

		pShaderShadow->EnableSRGBWrite( false );

		if ( bNoCull )
		{
			pShaderShadow->EnableCulling( false );
		}

		int iVFmtFlags = VERTEX_POSITION | VERTEX_NORMAL;
		int iUserDataSize = 0;

		int *pTexCoordDim;
		int iTexCoordNum;
		GetTexcoordSettings( ( bModel && bIsDecal && bFastVTex ), bMultiBlend,
			iTexCoordNum, &pTexCoordDim );

		if ( bModel )
		{
			iVFmtFlags |= VERTEX_FORMAT_COMPRESSED;
		}

#ifndef DEFCFG_ENABLE_RADIOSITY
		if ( bAlphatest )
#endif
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );

			if ( bBaseTexture2 || bMultiBlend )
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );

			if ( bMultiBlend )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			}
		}

		pShaderShadow->VertexShaderVertexFormat( iVFmtFlags, iTexCoordNum, pTexCoordDim, iUserDataSize );

		DECLARE_STATIC_VERTEX_SHADER( shadowpass_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel );
		SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex );
		SET_STATIC_VERTEX_SHADER_COMBO( MULTITEXTURE, bMultiBlend ? 2 : bBaseTexture2 ? 1 : 0 );
		SET_STATIC_VERTEX_SHADER( shadowpass_vs30 );

		DECLARE_STATIC_PIXEL_SHADER( shadowpass_ps30 );
		SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest );
		SET_STATIC_PIXEL_SHADER_COMBO( MULTITEXTURE, bMultiBlend ? 2 : bBaseTexture2 ? 1 : 0 );
		SET_STATIC_PIXEL_SHADER( shadowpass_ps30 );
	}
	DYNAMIC_STATE
	{
		Assert( pDeferredContext != NULL );
		const int shadowMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_MODE );
		const int radiosityOutput = DEFCFG_ENABLE_RADIOSITY != 0
			&& pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_RADIOSITY );

		if ( pDeferredContext->m_bMaterialVarsChanged || !pDeferredContext->HasCommands( CDeferredPerMaterialContextData::DEFSTAGE_SHADOW ) )
		{
			tmpBuf.Reset();

			if ( bAlphatest )
			{
				PARM_VALIDATE( info.iAlphatestRef );

				tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) );
#ifndef DEFCFG_ENABLE_RADIOSITY
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
#endif
			}

#if DEFCFG_ENABLE_RADIOSITY
			if ( bAlbedo )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
			else
				tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );

			if ( bBaseTexture2 || bMultiBlend )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER1, info.iAlbedo2 );

			if ( bMultiBlend )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER2, info.iAlbedo3 );

				if ( bAlbedo4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iAlbedo4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_WHITE );
			}
#endif

			tmpBuf.End();

			pDeferredContext->SetCommands( CDeferredPerMaterialContextData::DEFSTAGE_SHADOW, tmpBuf.Copy() );
		}

		pShaderAPI->SetDefaultState();

		if ( bModel && bFastVTex )
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );

		DECLARE_DYNAMIC_VERTEX_SHADER( shadowpass_vs30 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (bModel && (int)vertexCompression) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, (bModel && pShaderAPI->GetCurrentNumBones() > 0) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, (bModel && pShaderAPI->IsHWMorphingEnabled()) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SHADOW_MODE, shadowMode );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( RADIOSITY, radiosityOutput );
		SET_DYNAMIC_VERTEX_SHADER( shadowpass_vs30 );

		DECLARE_DYNAMIC_PIXEL_SHADER( shadowpass_ps30 );
		SET_DYNAMIC_PIXEL_SHADER_COMBO( SHADOW_MODE, shadowMode );
		SET_DYNAMIC_PIXEL_SHADER_COMBO( RADIOSITY, radiosityOutput );
		SET_DYNAMIC_PIXEL_SHADER( shadowpass_ps30 );

		if ( bModel && bFastVTex )
		{
			bool bUnusedTexCoords[3] = { false, true, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
			pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
		}

		pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_SHADOW ) );

		switch ( shadowMode )
		{
		case DEFERRED_SHADOW_MODE_ORTHO:
			{
				CommitShadowcastingConstants_Ortho( pShaderAPI,
					pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_INDEX ),
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, VERTEX_SHADER_SHADER_SPECIFIC_CONST_1,
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_2
					);
			}
			break;
		case DEFERRED_SHADOW_MODE_PROJECTED:
			{
				CommitShadowcastingConstants_Proj( pShaderAPI,
					pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_DEFERRED_SHADOW_INDEX ),
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, VERTEX_SHADER_SHADER_SPECIFIC_CONST_1,
					VERTEX_SHADER_SHADER_SPECIFIC_CONST_2
					);
			}
			break;
		}

#ifdef SHADOWMAPPING_USE_COLOR
		CommitViewVertexShader( pShaderAPI, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 );
#endif
	}

	pShader->Draw();
}
Ejemplo n.º 28
0
//-----------------------------------------------------------------------------
// 
//-----------------------------------------------------------------------------
bool CBaseShader::IsTranslucent( IMaterialVar **params ) const
{
	return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
}
Ejemplo n.º 29
0
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
void DrawVortWarp_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
	IShaderShadow* pShaderShadow, bool bVertexLitGeneric, bool hasFlashlight, VortWarp_DX9_Vars_t &info, VertexCompressionType_t vertexCompression )
{
	bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
	bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
	bool hasDetailTexture = !hasBump && params[info.m_nDetail]->IsTexture();
	bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
	bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
	bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
	bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
	bool hasSelfIllumInEnvMapMask =
		( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) &&
		( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ;
	bool bHasFlowMap = ( info.m_nFlowMap != -1 ) && params[info.m_nFlowMap]->IsTexture();
	bool bHasSelfIllumMap = ( info.m_nSelfIllumMap != -1 ) && params[info.m_nSelfIllumMap]->IsTexture();
	
	BlendType_t blendType;
	if ( params[info.m_nBaseTexture]->IsTexture() )
	{
		blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
	}
	else
	{
		blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
	}

	
	if( pShader->IsSnapshotting() )
	{
		// look at color and alphamod stuff.
		// Unlit generic never uses the flashlight
		bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
		bool hasEnvmapMask = (hasSelfIllumInEnvMapMask || !hasFlashlight) && 
			params[info.m_nEnvmapMask]->IsTexture();
		bool bHasNormal = bVertexLitGeneric || hasEnvmap;

		if( hasFlashlight )
		{
			hasEnvmapMask = false;
		}

		bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
		// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
		pShaderShadow->EnableAlphaTest( bIsAlphaTested );

		if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
		{
			pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
		}

		if( hasFlashlight )
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
			}
			else
			{
				pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
			}
			if( bIsAlphaTested )
			{
				// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to 
				// be the same on both the regular pass and the flashlight pass.
				pShaderShadow->EnableAlphaTest( false );
				pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
			}
			pShaderShadow->EnableBlending( true );
			pShaderShadow->EnableDepthWrites( false );
		}
		else
		{
			if (params[info.m_nBaseTexture]->IsTexture())
			{
				pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
			}
			else
			{
				pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false );
			}
		}
		
		unsigned int flags = VERTEX_POSITION;
		int nTexCoordCount = 1; // texcoord0 : base texcoord
		int userDataSize = 0;
		if( bHasNormal )
		{
			flags |= VERTEX_NORMAL;
		}

		if( hasBaseTexture )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
		}
		if( hasEnvmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
			if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
			{
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
			}
		}
		if( hasFlashlight )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
			userDataSize = 4; // tangent S
		}
		if( hasDetailTexture )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
		}
		if( hasBump )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			userDataSize = 4; // tangent S
			// Normalizing cube map
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
		}
		if( hasEnvmapMask )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
		}

		if( hasVertexColor || hasVertexAlpha )
		{
			flags |= VERTEX_COLOR;
		}

		pShaderShadow->EnableSRGBWrite( true );
		
		if( bHasSelfIllumMap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
		}

		if( bHasFlowMap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
		}

		// This shader supports compressed vertices, so OR in that flag:
		flags |= VERTEX_FORMAT_COMPRESSED;

		pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, NULL, userDataSize );

		Assert( hasBump );
	
#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs20 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
			SET_STATIC_VERTEX_SHADER( vortwarp_vs20 );
			
			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20b );
				SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE,  hasBaseTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING,  !params[info.m_nUnlit]->GetIntValue() );
				SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
				SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
				SET_STATIC_PIXEL_SHADER( vortwarp_ps20b );
			}
			else
			{
				DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps20 );
				SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE,  hasBaseTexture );
				SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
				SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING,  !params[info.m_nUnlit]->GetIntValue() );
				SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
				SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
				SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
				SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
				SET_STATIC_PIXEL_SHADER( vortwarp_ps20 );
			}
		}
#ifndef _X360
		else
		{
			// The vertex shader uses the vertex id stream
			SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );

			DECLARE_STATIC_VERTEX_SHADER( vortwarp_vs30 );
			SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
			SET_STATIC_VERTEX_SHADER( vortwarp_vs30 );

			DECLARE_STATIC_PIXEL_SHADER( vortwarp_ps30 );
			SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE,  hasBaseTexture );
			SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP,  hasEnvmap );
			SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING,  !params[info.m_nUnlit]->GetIntValue() );
			SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK,  hasNormalMapAlphaEnvmapMask );
			SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT,  bHalfLambert);
			SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT,  hasFlashlight );
			SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, blendType == BT_BLEND );
			SET_STATIC_PIXEL_SHADER( vortwarp_ps30 );
		}
#endif

		if( hasFlashlight )
		{
			pShader->FogToBlack();
		}
		else
		{
			pShader->DefaultFog();
		}

		if( blendType == BT_BLEND )
		{
			pShaderShadow->EnableBlending( true );
			pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
			pShaderShadow->EnableAlphaWrites( false );
		}
		else
		{
			pShaderShadow->EnableAlphaWrites( true );
		}
	}
	else
	{
		bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
		bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture();

		if( hasBaseTexture )
		{
			pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
		}
		if( hasEnvmap )
		{
			pShader->BindTexture( SHADER_SAMPLER1, info.m_nEnvmap, info.m_nEnvmapFrame );
		}
		if( hasDetailTexture )
		{
			pShader->BindTexture( SHADER_SAMPLER2, info.m_nDetail, info.m_nDetailFrame );
		}
		if( !g_pConfig->m_bFastNoBump )
		{
			if( hasBump )
			{
				pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
			}
		}
		else
		{
			if( hasBump )
			{
				pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
			}
		}
		if( hasEnvmapMask )
		{
			pShader->BindTexture( SHADER_SAMPLER4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
		}

		if( hasFlashlight )
		{
			Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
			pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
			VMatrix worldToTexture;
			ITexture *pFlashlightDepthTexture;
			FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
			SetFlashLightColorFromState( state, pShaderAPI );
		}

		// Set up light combo state
		LightState_t lightState = {0, false, false};
		if ( bVertexLitGeneric && !hasFlashlight )
		{
			pShaderAPI->GetDX9LightState( &lightState );
		}

		MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
		int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
		int numBones = pShaderAPI->GetCurrentNumBones();

		Assert( hasBump );

#ifndef _X360
		if ( !g_pHardwareConfig->HasFastVertexTextures() )
#endif
		{
			DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG,  fogIndex );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING,  numBones > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs20 );

			if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
					blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				float warpParam = params[info.m_nWarpParam]->GetFloatValue();
		//		float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
		//		DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
				SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20b );
			}
			else
			{
				DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
					blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
				float warpParam = params[info.m_nWarpParam]->GetFloatValue();
		//		float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
		//		DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
				SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
				SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps20 );
			}
		}
#ifndef _X360
		else
		{
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );

			DECLARE_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
			SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
			SET_DYNAMIC_VERTEX_SHADER( vortwarp_vs30 );

			DECLARE_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA,  fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
				blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
			float warpParam = params[info.m_nWarpParam]->GetFloatValue();
			//		float selfIllumTint = params[info.m_nSelfIllumTint]->GetFloatValue();
			//		DevMsg( 1, "warpParam: %f %f\n", warpParam, selfIllumTint );
			SET_DYNAMIC_PIXEL_SHADER_COMBO( WARPINGIN, warpParam > 0.0f && warpParam < 1.0f );
			SET_DYNAMIC_PIXEL_SHADER( vortwarp_ps30 );
		}
#endif

		pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );

		if( hasDetailTexture )
		{
			pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
			Assert( !hasBump );
		}
		if( hasBump )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
			Assert( !hasDetailTexture );
		}
		if( hasEnvmapMask )
		{
			pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
		}
		
		if( hasEnvmap )
		{
			pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true );
		}
		if( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() )
		{
			pShader->SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() );
		}
		else
		{
			pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
		}

		pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
		pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );

		pShader->SetPixelShaderConstant( 4, info.m_nSelfIllumTint );
		pShader->SetAmbientCubeDynamicStateVertexShader();
		if( hasBump )
		{
			pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
			pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 );
            pShaderAPI->CommitPixelShaderLighting( 13 );
	
		}

		if( bHasSelfIllumMap )
		{
			pShader->BindTexture( SHADER_SAMPLER6, info.m_nSelfIllumMap, -1 );
		}

		if( bHasFlowMap )
		{
			pShader->BindTexture( SHADER_SAMPLER2, info.m_nFlowMap, -1 );
		}

		float eyePos[4];
		pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
		pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 );
		pShaderAPI->SetPixelShaderFogParams( 21 );

		// dynamic drawing code that extends vertexlitgeneric
		float curTime = params[info.m_nWarpParam]->GetFloatValue();
		float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
		Assert( params[info.m_nEntityOrigin]->IsDefined() );
		params[info.m_nEntityOrigin]->GetVecValue( timeVec, 3 );
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, timeVec, 1 );

		curTime = pShaderAPI->CurrentTime();
		timeVec[0] = curTime;
		timeVec[1] = curTime;
		timeVec[2] = curTime;
		timeVec[3] = curTime;
		pShaderAPI->SetPixelShaderConstant( 22, timeVec, 1 );

		// flashlightfixme: put this in common code.
		if( hasFlashlight )
		{
			VMatrix worldToTexture;
			const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );

			// 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;
			pShaderAPI->SetPixelShaderConstant( 22, atten, 1 );

			// Set the flashlight origin
			float pos[4];
			pos[0] = flashlightState.m_vecLightOrigin[0];
			pos[1] = flashlightState.m_vecLightOrigin[1];
			pos[2] = flashlightState.m_vecLightOrigin[2];
			pos[3] = 1.0f;
			pShaderAPI->SetPixelShaderConstant( 23, pos, 1 );

			pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
		}		
	}
	pShader->Draw();
}
	void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
	{
		bool hasEnvmap = params[ENVMAP]->IsTexture() && !bBumpedEnvMap;
		bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
		bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
		bool hasEnvmapCameraSpace = IS_FLAG_SET( MATERIAL_VAR_ENVMAPCAMERASPACE );
		bool hasEnvmapSphere = IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE );

		if ( hasEnvmap || hasBaseTexture || hasVertexColor || !bBumpedEnvMap )
		{
			SHADOW_STATE
			{
				// Alpha test
				pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
				if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f )
				{
					pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() );
				}

				// Base texture on stage 0
				if (params[BASETEXTURE]->IsTexture())
				{
					pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
				}

				// Lightmap on stage 1
				pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );

				int fmt = VERTEX_POSITION;

				if ( hasEnvmap )
				{
					fmt |= VERTEX_NORMAL;

					// envmap on stage 2
					pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );

					// envmapmask on stage 3
					if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
					{
						pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
					}
				}

				if (params[BASETEXTURE]->IsTexture() || bBumpedEnvMap)
				{
					SetDefaultBlendingShadowState( BASETEXTURE, true );
				}
				else
				{
					SetDefaultBlendingShadowState( ENVMAPMASK, false );
				}

				if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
				{
					fmt |= VERTEX_COLOR;
				}

				pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
				lightmappedgeneric_vs11_Static_Index vshIndex;
				vshIndex.SetDETAIL( false );
				vshIndex.SetENVMAP( hasEnvmap );
				vshIndex.SetENVMAPCAMERASPACE( hasEnvmap && hasEnvmapCameraSpace );
				vshIndex.SetENVMAPSPHERE( hasEnvmap && hasEnvmapSphere );
				vshIndex.SetVERTEXCOLOR( hasVertexColor );
				pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );

				const char *pshName = GetPixelShaderName( params, bBumpedEnvMap );
				pShaderShadow->SetPixelShader( pshName );
				DefaultFog();
			}
			DYNAMIC_STATE
			{
				if (hasBaseTexture)
				{
					BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
					SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
				}

				pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );

				if ( hasEnvmap )
				{
					BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );

					if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
					{
						if (params[ENVMAPMASK]->IsTexture() )
							BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME );
						else
							BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
			
						SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
					}

					if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ||
						IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
					{
						LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
					}
					SetEnvMapTintPixelShaderDynamicState( 2, ENVMAPTINT, -1 );
				}

				if ( !hasEnvmap || hasBaseTexture || hasVertexColor )
				{
					SetModulationVertexShaderDynamicState();
				}
				EnablePixelShaderOverbright( 0, true, true );
				SetPixelShaderConstant( 1, SELFILLUMTINT );

				lightmappedgeneric_vs11_Dynamic_Index vshIndex;
				vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
				pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
			}
			Draw();
		}