//----------------------------------------------------------------------------- // Draws the shader //----------------------------------------------------------------------------- void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bHasFlashlight, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) { bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture(); bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture(); bool bHasBaseTextureWrinkle = bHasBaseTexture && (info.m_nWrinkle != -1) && params[info.m_nWrinkle]->IsTexture() && (info.m_nStretch != -1) && params[info.m_nStretch]->IsTexture(); bool bHasBumpWrinkle = bHasBump && (info.m_nNormalWrinkle != -1) && params[info.m_nNormalWrinkle]->IsTexture() && (info.m_nNormalStretch != -1) && params[info.m_nNormalStretch]->IsTexture(); bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0; bool bHasSelfIllumFresnel = ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 ); bool bHasSelfIllumMask = ( bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture(); // Tie these to specular bool bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 ); bool bHasSpecularExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture(); bool bHasPhongTintMap = bHasSpecularExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 ); bool bHasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture(); bool bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture(); bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); #if !defined( _X360 ) bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL ); #endif // Rimlight must be set to non-zero to trigger rim light combo (also requires Phong) bool bHasRimLight = r_rimlight.GetBool() && bHasPhong && (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 ); bool bHasRimMaskMap = bHasSpecularExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 ); float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue(); bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture(); int nDetailBlendMode = ( hasDetailTexture && info.m_nDetailTextureCombineMode != -1 ) ? params[info.m_nDetailTextureCombineMode]->GetIntValue() : 0; bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params ) && !bHasSelfIllum; // Pixel shader can't do both BLENDTINTBYBASEALPHA and SELFILLUM, so let selfillum win float flTintReplacementAmount = GetFloatParam( info.m_nTintReplacesBaseColor, params ); BlendType_t nBlendType= pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true ); bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use CSkin_DX9_Context *pContextData = reinterpret_cast< CSkin_DX9_Context *> ( *pContextDataPtr ); if ( ! pContextData ) { pContextData = new CSkin_DX9_Context; *pContextDataPtr = pContextData; } if( pShader->IsSnapshotting() ) { // look at color and alphamod stuff. // Unlit generic never uses the flashlight bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture(); bool bHasNormal = params[info.m_nBumpmap]->IsTexture(); bool bCanUseBaseAlphaPhongMaskFastPath = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 ); if ( ! ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) ) bCanUseBaseAlphaPhongMaskFastPath = true; pContextData->m_bFastPath = (! bHasBump ) && (! bHasSpecularExponentTexture ) && (! bHasPhongTintMap ) && (! bHasPhongWarp ) && (! bHasRimLight ) && (! hasDetailTexture ) && bCanUseBaseAlphaPhongMaskFastPath && (! bHasSelfIllum ) && (! bBlendTintByBaseAlpha ); // 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() ); } int nShadowFilterMode = 0; if( bHasFlashlight ) { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true ); } 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 ); // Be sure not to write to dest alpha pShaderShadow->EnableAlphaWrites( false ); nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats } else // not flashlight pass { if (params[info.m_nBaseTexture]->IsTexture()) { pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true ); } if ( bHasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Cubic environment map if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true ); } } } unsigned int flags = VERTEX_POSITION; if( bHasNormal ) { flags |= VERTEX_NORMAL; } int userDataSize = 0; // Always enable...will bind white if nothing specified... pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Base (albedo) compression map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Base (albedo) expansion map pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, true ); } if( bHasDiffuseWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Diffuse warp texture } if( bHasPhongWarp ) { pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Specular warp texture } // Specular exponent map or dummy pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Specular exponent map if( bHasFlashlight ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false ); pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true ); userDataSize = 4; // tangent S } // Always enable, since flat normal will be bound pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map userDataSize = 4; // tangent S pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) { pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal compression map pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // Normal expansion map } if ( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); if ( nDetailBlendMode != 0 ) //Not Mod2X pShaderShadow->EnableSRGBRead( SHADER_SAMPLER13, true ); } if ( bHasSelfIllum ) { pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); } if( bHasVertexColor || bHasVertexAlpha ) { flags |= VERTEX_COLOR; } pShaderShadow->EnableSRGBWrite( true ); // texcoord0 : base texcoord, texcoord2 : decal hw morph delta int pTexCoordDim[3] = { 2, 0, 3 }; int nTexCoordCount = 1; #ifndef _X360 // Special morphed decal information if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() ) { nTexCoordCount = 3; } #endif // This shader supports compressed vertices, so OR in that flag: flags |= VERTEX_FORMAT_COMPRESSED; pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize ); #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_STATIC_VERTEX_SHADER( skin_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); SET_STATIC_VERTEX_SHADER( skin_vs20 ); // Assume we're only going to get in here if we support 2b DECLARE_STATIC_PIXEL_SHADER( skin_ps20b ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath ); SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha ); SET_STATIC_PIXEL_SHADER( skin_ps20b ); } #ifndef _X360 else { // The vertex shader uses the vertex id stream SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID ); DECLARE_STATIC_VERTEX_SHADER( skin_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal ); SET_STATIC_VERTEX_SHADER( skin_vs30 ); DECLARE_STATIC_PIXEL_SHADER( skin_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong ); SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode ); SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 ); SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath ); SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha ); SET_STATIC_PIXEL_SHADER( skin_ps30 ); } #endif if( bHasFlashlight ) { pShader->FogToBlack(); } else { pShader->DefaultFog(); } // HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff pShaderShadow->EnableAlphaWrites( bFullyOpaque ); } else // not snapshotting -- begin dynamic state { bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture(); if( bHasBaseTexture ) { pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } if ( bHasBaseTextureWrinkle ) { pShader->BindTexture( SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame ); pShader->BindTexture( SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame ); } else if ( bHasBumpWrinkle ) { pShader->BindTexture( SHADER_SAMPLER9, info.m_nBaseTexture, info.m_nBaseTextureFrame ); pShader->BindTexture( SHADER_SAMPLER10, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } if( bHasDiffuseWarp && bHasPhong ) { if ( r_lightwarpidentity.GetBool() ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP ); } else { pShader->BindTexture( SHADER_SAMPLER2, info.m_nDiffuseWarpTexture ); } } if( bHasPhongWarp ) { pShader->BindTexture( SHADER_SAMPLER1, info.m_nPhongWarpTexture ); } if( bHasSpecularExponentTexture && bHasPhong ) { pShader->BindTexture( SHADER_SAMPLER7, info.m_nPhongExponentTexture ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE ); } if( !g_pConfig->m_bFastNoBump ) { if( bHasBump ) pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame ); else pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); if ( bHasBumpWrinkle ) { pShader->BindTexture( SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame ); pShader->BindTexture( SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame ); } else if ( bHasBaseTextureWrinkle ) { pShader->BindTexture( SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame ); pShader->BindTexture( SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame ); } } else { if( bHasBump ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT ); } if ( bHasBaseTextureWrinkle || bHasBumpWrinkle ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT ); } } if ( hasDetailTexture ) { pShader->BindTexture( SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame ); } if ( bHasSelfIllum ) { if ( bHasSelfIllumMask ) // Separate texture for self illum? { pShader->BindTexture( SHADER_SAMPLER14, info.m_nSelfIllumMask ); // Bind it } else // else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK ); // Bind dummy } } LightState_t lightState = { 0, false, false }; bool bFlashlightShadows = false; if( bHasFlashlight ) { Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 ); pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame ); VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ); SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D ); } } else // no flashlight { if ( bHasEnvmap ) { pShader->BindTexture( SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame ); } pShaderAPI->GetDX9LightState( &lightState ); } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0; int numBones = pShaderAPI->GetCurrentNumBones(); // don't have an easy way to get this through to GLM, so just print it old school //printf("\n-D- DrawSkin_DX9_Internal numBones is %d", numBones ); bool bWriteDepthToAlpha = false; bool bWriteWaterFogToAlpha = false; 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." ); } #ifndef _X360 if ( !g_pHardwareConfig->HasFastVertexTextures() ) #endif { bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs20 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); SET_DYNAMIC_VERTEX_SHADER( skin_vs20 ); DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps20b ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( skin_ps20b ); } #ifndef _X360 else { pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 ); DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex ); SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0); SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() ); SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression ); SET_DYNAMIC_VERTEX_SHADER( skin_vs30 ); DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER( skin_ps30 ); bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal }; pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords ); } #endif pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); if( bHasBump ) { pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if ( hasDetailTexture ) { if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) ) pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nDetailTextureTransform, info.m_nDetailScale ); else pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBaseTextureTransform, info.m_nDetailScale ); } pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 ); pShader->SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor ); bool bInvertPhongMask = ( info.m_nInvertPhongMask != -1 ) && ( params[info.m_nInvertPhongMask]->GetIntValue() != 0 ); float fInvertPhongMask = bInvertPhongMask ? 1 : 0; bool bHasBaseAlphaPhongMask = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 ); float fHasBaseAlphaPhongMask = bHasBaseAlphaPhongMask ? 1 : 0; // Controls for lerp-style paths through shader code float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f/*unused*/, flTintReplacementAmount, fInvertPhongMask }; pShaderAPI->SetPixelShaderConstant( PSREG_CONSTANT_27, vShaderControls, 1 ); if ( hasDetailTexture ) { #if 0 // needs constant change if ( info.m_nDetailTint != -1 ) pShader->SetPixelShaderConstantGammaToLinear( 10, info.m_nDetailTint ); else { float boring_tint[4]={1,1,1,1}; pShaderAPI->SetPixelShaderConstant( 10, boring_tint, 1 ); } #endif } if ( bHasSelfIllumFresnel && !bHasFlashlight ) { float vConstScaleBiasExp[4] = { 1.0f, 0.0f, 1.0f, 0.0f }; float flMin = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[0] : 0.0f; float flMax = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[1] : 1.0f; float flExp = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[2] : 1.0f; vConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias vConstScaleBiasExp[0] = 1.0f - vConstScaleBiasExp[1]; // Scale vConstScaleBiasExp[2] = flExp; // Exp vConstScaleBiasExp[3] = flMax; // Brightness pShaderAPI->SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 ); } pShader->SetAmbientCubeDynamicStateVertexShader(); if( !bHasFlashlight ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED ); // Setting .x to 1 means to apply Fresnel to env map. Setting w to 1 means use separate selfillummask float vEnvMapFresnel_SelfIllumMask[4] = {0.0f, 0.0f, 0.0f, 0.0f}; vEnvMapFresnel_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f; if( bHasEnvmap ) { float vEnvMapTint_MaskControl[4] = {1.0f, 1.0f, 1.0f, 0.0f}; // If we have a tint, grab it if ( (info.m_nEnvmapTint != -1) && params[info.m_nEnvmapTint]->IsDefined() ) params[info.m_nEnvmapTint]->GetVecValue(vEnvMapTint_MaskControl, 3); // Set control for source of env map mask (normal alpha or base alpha) vEnvMapTint_MaskControl[3] = bHasNormalMapAlphaEnvmapMask ? 1.0f : 0.0f; if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() ) vEnvMapFresnel_SelfIllumMask[0] = params[info.m_nEnvmapFresnel]->GetFloatValue(); // Handle mat_fullbright 2 (diffuse lighting only with 50% gamma space basetexture) if( bLightingOnly ) { vEnvMapTint_MaskControl[0] = vEnvMapTint_MaskControl[1] = vEnvMapTint_MaskControl[2] = 0.0f; } pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 ); } pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK, vEnvMapFresnel_SelfIllumMask, 1 ); } pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); // Pack Phong exponent in with the eye position float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {1, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1}; float vSpecularTint[4] = {1, 1, 1, 4}; pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); // Use the alpha channel of the normal map for the exponent by default vEyePos_SpecExponent[3] = -1.f; if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() ) { float fValue = params[info.m_nPhongExponent]->GetFloatValue(); if ( fValue > 0.f ) { // Nonzero value in material overrides map channel vEyePos_SpecExponent[3] = fValue; } } // Get the tint parameter if ( (info.m_nPhongTint != -1) && params[info.m_nPhongTint]->IsDefined() ) { params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 3); } // Get the rim light power (goes in w of Phong tint) if ( bHasRimLight && (info.m_nRimLightPower != -1) && params[info.m_nRimLightPower]->IsDefined() ) { vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue(); vSpecularTint[3] = max(vSpecularTint[3], 1.0f); // Make sure this is at least 1 } // Get the rim boost (goes in w of flashlight position) if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() ) { vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue(); } if ( !bHasFlashlight ) { float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code vRimMaskControl[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f; // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 ); } // If it's all zeros, there was no constant tint in the vmt if ( (vSpecularTint[0] == 0.0f) && (vSpecularTint[1] == 0.0f) && (vSpecularTint[2] == 0.0f) ) { if ( bHasPhongTintMap ) // If we have a map to use, tell the shader { vSpecularTint[0] = -1; } else // Otherwise, just tint with white { vSpecularTint[0] = 1.0f; vSpecularTint[1] = 1.0f; vSpecularTint[2] = 1.0f; } } // handle mat_fullbright 2 (diffuse lighting only) if( bLightingOnly ) { // BASETEXTURE if( bHasSelfIllum && !bHasFlashlight ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // DETAILTEXTURE if ( hasDetailTexture ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER13, TEXTURE_GREY ); } // turn off specularity vSpecularTint[0] = vSpecularTint[1] = vSpecularTint[2] = 0.0f; } if ( (info.m_nPhongFresnelRanges != -1) && params[info.m_nPhongFresnelRanges]->IsDefined() ) { params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional Fresnel range parameters // Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2) vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2; vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2; } if ( (info.m_nPhongBoost != -1 ) && params[info.m_nPhongBoost]->IsDefined()) // Grab optional Phong boost param vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue(); else vFresnelRanges_SpecBoost[3] = 1.0f; pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 ); pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 ); pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); // flashlightfixme: put this in common code. if( bHasFlashlight ) { VMatrix worldToTexture; float atten[4], pos[4], tweaks[4]; const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture ); SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR ); pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZ; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, 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( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, 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( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 ); // Dimensions of screen, used for screen-space noise map sampling float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 ); if ( IsX360() ) { pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 ); } } } pShader->Draw(); }
void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar** params, bool hasFlashlight, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr ) { CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr ); if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged || hasFlashlight ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask; BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested; bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow; if ( ! pContextData ) // make sure allocated { pContextData = new CLightmappedGeneric_DX9_Context; *pContextDataPtr = pContextData; } bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && ( !g_pHardwareConfig->PreferReducedFillrate() ); bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture(); bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture(); bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture(); bool hasDetailTexture = params[info.m_nDetail]->IsTexture(); bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum && !hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0); bool bHasBlendModulateTexture = (info.m_nBlendModulateTexture != -1) && (params[info.m_nBlendModulateTexture]->IsTexture() ); bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); // Parallax cubemaps bool hasParallaxCorrection = params[info.m_nEnvmapParallaxObb1]->IsDefined(); if ( hasFlashlight && !IsX360() ) { // !!speed!! do this in the caller so we don't build struct every time CBaseVSShader::DrawFlashlight_dx90_Vars_t vars; vars.m_bBump = hasBump; vars.m_nBumpmapVar = info.m_nBumpmap; vars.m_nBumpmapFrame = info.m_nBumpFrame; vars.m_nBumpTransform = info.m_nBumpTransform; vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture; vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame; vars.m_bLightmappedGeneric = true; vars.m_bWorldVertexTransition = hasBaseTexture2; vars.m_nBaseTexture2Var = info.m_nBaseTexture2; vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame; vars.m_nBumpmap2Var = info.m_nBumpmap2; vars.m_nBumpmap2Frame = info.m_nBumpFrame2; vars.m_nBump2Transform = info.m_nBumpTransform2; vars.m_nAlphaTestReference = info.m_nAlphaTestReference; vars.m_bSSBump = hasSSBump; vars.m_nDetailVar = info.m_nDetail; vars.m_nDetailScale = info.m_nDetailScale; vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode; vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor; vars.m_nDetailTint = info.m_nDetailTint; if ( ( info.m_nSeamlessMappingScale != -1 ) ) vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue(); else vars.m_fSeamlessScale = 0.0; pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars ); return; } pContextData->m_bFullyOpaque = bFullyOpaque; pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest; NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE; if ( hasBump && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() ) { ITexture *pBumpTex = params[info.m_nBumpmap]->GetTextureValue(); if ( pBumpTex ) { nNormalDecodeMode = pBumpTex->GetNormalDecodeMode(); if ( hasBump2 ) // Check encoding of secondary normal if there is oneg { ITexture *pBumpTex2 = params[info.m_nBumpmap]->GetTextureValue(); if ( pBumpTex2 && ( pBumpTex2->GetNormalDecodeMode() != nNormalDecodeMode ) ) { DevMsg("LightmappedGeneric: Primary and Secondary normal map compression formats don't match. This is unsupported!\n"); Assert(0); } } } } int nNormalMaskDecodeMode = 0; if ( hasBumpMask && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() ) { ITexture *pBumpMaskTex = params[info.m_nBumpMask]->GetTextureValue(); if ( pBumpMaskTex ) { nNormalMaskDecodeMode = pBumpMaskTex->GetNormalDecodeMode(); } } bool bHasOutline = IsBoolSet( info.m_nOutline, params ); pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline; bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); if ( pShaderShadow || bNeedRegenStaticCmds ) { bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); if ( bNeedRegenStaticCmds ) { pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf; if( !hasBaseTexture ) { if( hasEnvmap ) { // if we only have an envmap (no basetexture), then we want the albedo to be black. staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK ); } else { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } } staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( bSeamlessMapping ) { staticCmdsBuf.SetVertexShaderConstant4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); } staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); staticCmdsBuf.SetPixelShaderFogParams( 11 ); staticCmdsBuf.End(); // now, copy buf pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); } if ( pShaderShadow ) { // Alpha test: FIXME: shouldn't this be handled in Shader_t::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() ); } pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture ); unsigned int flags = VERTEX_POSITION; // base texture pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true ); if ( hasLightWarpTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false ); } if ( bHasBlendModulateTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); } if ( hasBaseTexture2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true ); } // if( hasLightmap ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } if( hasEnvmap || ( IsX360() && hasFlashlight ) ) { if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } } flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; } int nDetailBlendMode = 0; if ( hasDetailTexture ) { nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params ); ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( hasBump ) nDetailBlendMode = 10; // ssbump else nDetailBlendMode = 11; // ssbump_nobump } } if( hasDetailTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); bool bSRGBState = ( nDetailBlendMode == 1 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Normal map alpha, in the compressed normal case } } if( hasBump2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Secondary normal alpha, in the compressed normal case } } if( hasBumpMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal mask alpha, in the compressed normal case } } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( hasFlashlight && IsX360() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasVertexColor || hasBaseTexture2 || hasBump2 ) { flags |= VERTEX_COLOR; } // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); // Pre-cache pixel shaders bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); int bumpmap_variant=(hasSSBump) ? 2 : hasBump; bool bMaskedBlending=( (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() != 0) ); DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); bool bReliefMapping = false; //( bumpmap_variant == 2 ) && ( ! bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );//bReliefMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); #ifdef _X360 SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight); #endif SET_STATIC_VERTEX_SHADER(sdk_lightmappedgeneric_vs20); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( RELIEF_MAPPING, bReliefMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, (int) nNormalMaskDecodeMode ); // Parallax cubemaps enabled for 2_0b and onwards SET_STATIC_PIXEL_SHADER_COMBO( PARALLAXCORRECT, hasParallaxCorrection ); #ifdef _X360 SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight); #endif SET_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b); } else { DECLARE_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!) SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0 // Parallax cubemaps SET_STATIC_PIXEL_SHADER_COMBO(PARALLAXCORRECT, 0); // No parallax cubemaps with ps_2_0 SET_STATIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20); } // HACK HACK HACK - enable alpha writes all the time so that we have them for // underwater stuff and writing depth to dest alpha // But only do it if we're not using the alpha already for translucency pShaderShadow->EnableAlphaWrites( bFullyOpaque ); pShaderShadow->EnableSRGBWrite( true ); pShader->DefaultFog(); } // end shadow state } // end shadow || regen display list if ( pShaderAPI && pContextData->m_bMaterialVarsChanged ) { // need to regenerate the semistatic cmds pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false; bool bHasBlendMaskTransform= ( (info.m_nBlendMaskTransform != -1) && (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() ) && ( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) ); // If we don't have a texture transform, we don't have // to set vertex shader constants or run vertex shader instructions // for the texture transform. bool bHasTextureTransform = !( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform2]->MatrixIsIdentity() && params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); bHasTextureTransform |= bHasBlendMaskTransform; pContextData->m_bVertexShaderFastPath = !bHasTextureTransform; if( params[info.m_nDetail]->IsTexture() ) { pContextData->m_bVertexShaderFastPath = false; } if (bHasBlendMaskTransform) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, info.m_nBlendMaskTransform ); } if ( ! pContextData->m_bVertexShaderFastPath ) { bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture(); if (!bSeamlessMapping ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); // If we have a detail texture, then the bump texcoords are the same as the base texcoords. if( hasBump && !hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } else if ( hasBump2 ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 ); } } pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); // set up shader modulation color float color[4] = { 1.0, 1.0, 1.0, 1.0 }; pShader->ComputeModulationColor( color ); float flLScale = pShaderAPI->GetLightMapScaleFactor(); color[0] *= flLScale; color[1] *= flLScale; color[2] *= flLScale; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color ); if ( hasDetailTexture ) { float detailTintAndBlend[4] = {1, 1, 1, 1}; if ( info.m_nDetailTint != -1 ) { params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 ); } detailTintAndBlend[3] = fDetailBlendFactor; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend ); } float envmapTintVal[4]; float selfIllumTintVal[4]; params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); pContextData->m_bPixelShaderFastPath = true; bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f); bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) { pContextData->m_bPixelShaderFastPath = false; } if( !pContextData->m_bPixelShaderFastPath ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); // [ 0, 0, 1-R(0), R(0) ] pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); } else { if ( bHasOutline ) { float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ), GetFloatParam( info.m_nOutlineStart1, params ), GetFloatParam( info.m_nOutlineEnd0, params ), GetFloatParam( info.m_nOutlineEnd1, params ), 0,0,0, GetFloatParam( info.m_nOutlineAlpha, params ) }; if ( info.m_nOutlineColor != -1 ) { params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 ); } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 ); } if ( bHasSoftEdges ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 4, GetFloatParam( info.m_nEdgeSoftnessStart, params ), GetFloatParam( info.m_nEdgeSoftnessEnd, params ), 0,0 ); } } // texture binds if( hasBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } // handle mat_fullbright 2 bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); if( bLightingOnly ) { // BASE TEXTURE if( hasSelfIllum ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // BASE TEXTURE 2 if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY ); } // DETAIL TEXTURE if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY ); } // disable color modulation float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); // turn off environment mapping envmapTintVal[0] = 0.0f; envmapTintVal[1] = 0.0f; envmapTintVal[2] = 0.0f; } // always set the transform for detail textures since I'm assuming that you'll // always have a detailscale. if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); } if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame ); } if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER4, SHADER_SAMPLER9, info.m_nBumpmap, info.m_nBumpFrame ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); } } if( hasBump2 ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER5, SHADER_SAMPLER10, info.m_nBumpmap2, info.m_nBumpFrame2 ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT ); } } if( hasBumpMask ) { if( !g_pConfig->m_bFastNoBump ) { if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA ) { Assert(0); //pContextData->m_SemiStaticCmdsOut.BindTexture( SHADER_SAMPLER8, SHADER_SAMPLER11, info.m_nBumpMask ); } else { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 ); } } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT ); } } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } if ( hasLightWarpTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 ); } if ( bHasBlendModulateTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 ); } // Parallax cubemaps if (hasParallaxCorrection) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant(21, params[info.m_nEnvmapOrigin]->GetVecValue()); float* vecs[3]; vecs[0] = const_cast<float*>(params[info.m_nEnvmapParallaxObb1]->GetVecValue()); vecs[1] = const_cast<float*>(params[info.m_nEnvmapParallaxObb2]->GetVecValue()); vecs[2] = const_cast<float*>(params[info.m_nEnvmapParallaxObb3]->GetVecValue()); float matrix[4][4]; for (int i = 0; i < 3; i++) { for (int j = 0; j < 4; j++) { matrix[i][j] = vecs[i][j]; } } matrix[3][0] = matrix[3][1] = matrix[3][2] = 0; matrix[3][3] = 1; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant(22, &matrix[0][0], 4); } pContextData->m_SemiStaticCmdsOut.End(); } } DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); if( hasEnvmap ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame ); } int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath; if( nFixedLightingMode != 0 ) { if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline ) nFixedLightingMode = 0; else bVertexShaderFastPath = false; } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); DECLARE_DYNAMIC_VERTEX_SHADER(sdk_lightmappedgeneric_vs20); SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, (nFixedLightingMode)?1:0 ); SET_DYNAMIC_VERTEX_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_vs20); bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath; if( nFixedLightingMode !=0 ) { bPixelShaderFastPath = false; } bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( pContextData->m_bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; } float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) { DECLARE_DYNAMIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20b); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode ); SET_DYNAMIC_PIXEL_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_ps20b); } else { DECLARE_DYNAMIC_PIXEL_SHADER(sdk_lightmappedgeneric_ps20); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode ); SET_DYNAMIC_PIXEL_SHADER_CMD(DynamicCmdsOut, sdk_lightmappedgeneric_ps20); } if( hasFlashlight && IsX360() ) { VMatrix worldToTexture; ITexture *pFlashlightDepthTexture; FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture ); DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 ); SetFlashLightColorFromState( flashlightState, pShaderAPI ); float atten[4], pos[4]; atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors atten[1] = flashlightState.m_fLinearAtten; atten[2] = flashlightState.m_fQuadraticAtten; atten[3] = flashlightState.m_FarZ; DynamicCmdsOut.SetPixelShaderConstant( 13, atten, 1 ); pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin pos[1] = flashlightState.m_vecLightOrigin[1]; pos[2] = flashlightState.m_vecLightOrigin[2]; DynamicCmdsOut.SetPixelShaderConstant( 14, pos, 1 ); pShader->BindTexture( SHADER_SAMPLER13, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame ); if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows ) { pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture, 0 ); DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D ); // Tweaks associated with a given flashlight float tweaks[4]; tweaks[0] = ShadowFilterFromState( flashlightState ); tweaks[1] = ShadowAttenFromState( flashlightState ); pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] ); DynamicCmdsOut.SetPixelShaderConstant( 19, tweaks, 1 ); // Dimensions of screen, used for screen-space noise map sampling float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0}; int nWidth, nHeight; pShaderAPI->GetBackBufferDimensions( nWidth, nHeight ); vScreenScale[0] = (float) nWidth / 32.0f; vScreenScale[1] = (float) nHeight / 32.0f; DynamicCmdsOut.SetPixelShaderConstant( 31, vScreenScale, 1 ); } } DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); if( IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest ) { //Alpha testing makes it so we can't write to dest alpha //Writing to depth makes it so later polygons can't write to dest alpha either //This leads to situations with garbage in dest alpha. //Fix it now by converting depth to dest alpha for any pixels that just wrote. pShader->DrawEqualDepthToDestAlpha(); } }
void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info, CBasePerMaterialContextData **pContextDataPtr, bool bDeferredActive ) { //bool bDeferredActive = GetDeferredExt()->IsDeferredLightingEnabled(); bool bSinglePassFlashlight = true; bool hasFlashlight = !bDeferredActive && pShader->UsingFlashlight( params ); CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr ); bool bShaderSrgbRead = ( IsX360() && IS_PARAM_DEFINED( info.m_nShaderSrgbRead360 ) && params[info.m_nShaderSrgbRead360]->GetIntValue() ); const bool bHasFoW = true; //( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ); if ( pShaderShadow || ( ! pContextData )|| pContextData->m_bMaterialVarsChanged || pContextData->m_bNeedsCmdRegen || ( hasFlashlight && !IsX360() ) ) { bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture(); int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask; BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture ); bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested; bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow || pContextData->m_bNeedsCmdRegen; if ( ! pContextData ) // make sure allocated { pContextData = new CLightmappedGeneric_DX9_Context; *pContextDataPtr = pContextData; } bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && g_pConfig->UseBumpmapping(); bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() ); bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture(); bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture(); bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture(); bool hasDetailTexture = params[info.m_nDetail]->IsTexture(); bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ); bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum && !hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0); bool bHasBlendModulateTexture = (info.m_nBlendModulateTexture != -1) && (params[info.m_nBlendModulateTexture]->IsTexture() ); bool hasNormalMapAlphaEnvmapMask = g_pConfig->UseSpecular() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); if( g_pConfig->bEditMode ) { hasBump = false; hasBump2 = false; } bool bParallaxMapping = false; if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) bParallaxMapping = ( info.m_nParallaxMap != -1 ) && ( params[info.m_nParallaxMap]->GetIntValue() != 0 ); if ( hasFlashlight && !IsX360() ) { // !!speed!! do this in the caller so we don't build struct every time CBaseVSShader::DrawFlashlight_dx90_Vars_t vars; vars.m_bBump = hasBump; vars.m_nBumpmapVar = info.m_nBumpmap; vars.m_nBumpmapFrame = info.m_nBumpFrame; vars.m_nBumpTransform = info.m_nBumpTransform; vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture; vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame; vars.m_bLightmappedGeneric = true; vars.m_bWorldVertexTransition = hasBaseTexture2; vars.m_nBaseTexture2Var = info.m_nBaseTexture2; vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame; vars.m_nBumpmap2Var = info.m_nBumpmap2; vars.m_nBumpmap2Frame = info.m_nBumpFrame2; vars.m_nBump2Transform = info.m_nBumpTransform2; vars.m_nAlphaTestReference = info.m_nAlphaTestReference; vars.m_bSSBump = hasSSBump; vars.m_nDetailVar = info.m_nDetail; vars.m_nDetailScale = info.m_nDetailScale; vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode; vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor; vars.m_nDetailTint = info.m_nDetailTint; if ( ( info.m_nSeamlessMappingScale != -1 ) ) vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue(); else vars.m_fSeamlessScale = 0.0; pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars ); return; } pContextData->m_bFullyOpaque = bFullyOpaque; pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest; bool bHasOutline = IsBoolSet( info.m_nOutline, params ); pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline; bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture() && !bHasFoW; float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); if ( pShaderShadow || bNeedRegenStaticCmds ) { bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1; } else { envmap_variant = 0; } bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); if ( bNeedRegenStaticCmds ) { pContextData->m_bNeedsCmdRegen = false; pContextData->ResetStaticCmds(); CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf; int nLightingPreviewMode = !bHasFoW ? IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) : 0; if ( ( nLightingPreviewMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ) && IsPC() ) { staticCmdsBuf.SetVertexShaderNearAndFarZ( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); // Needed for SSAO } if( !hasBaseTexture ) { if( hasEnvmap ) { // if we only have an envmap (no basetexture), then we want the albedo to be black. staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK ); } else { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE ); } } staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_PAINT ); } if ( bSeamlessMapping ) { staticCmdsBuf.SetVertexShaderConstant4( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 ); } staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 ); staticCmdsBuf.SetPixelShaderFogParams( 11 ); staticCmdsBuf.End(); // now, copy buf pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()]; memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() ); } if ( pShaderShadow ) { // Alpha test: FIXME: shouldn't this be handled in Shader_t::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() ); } pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture ); unsigned int flags = VERTEX_POSITION; // base texture pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, !bShaderSrgbRead ); if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, !bShaderSrgbRead ); } if ( hasLightWarpTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false ); } if ( bHasBlendModulateTexture ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false ); } if ( hasBaseTexture2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, !bShaderSrgbRead ); } // if( hasLightmap ) pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); } else { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false ); } if( hasEnvmap || ( IsX360() && hasFlashlight ) ) { if( hasEnvmap ) { pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) { pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true ); } } flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL; } #define TCOMBINE_NONE 12 // there is no detail texture int nDetailBlendMode = TCOMBINE_NONE; if ( hasDetailTexture ) { nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params ); ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue(); if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP ) { if ( hasBump ) nDetailBlendMode = 10; // ssbump else nDetailBlendMode = 11; // ssbump_nobump } pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); bool bSRGBState = ( nDetailBlendMode == 1 ); pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState ); } // Hijack detail blend mode 9 for paint (this blend mode was previously skipped/unused in lightmappedgeneric) if ( g_pConfig->m_bPaintInGame && !r_twopasspaint.GetBool() ) { nDetailBlendMode = 9; } if( hasBump || hasNormalMapAlphaEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); } if( hasBump2 ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( hasBumpMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); } if( hasEnvmapMask ) { pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); } if( bHasFoW ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); } if( bDeferredActive ) { pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasFlashlight && IsX360() ) { pShaderShadow->EnableTexture( SHADER_SAMPLER13, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER14, true ); pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 ); pShaderShadow->EnableTexture( SHADER_SAMPLER15, true ); } if( hasVertexColor || hasBaseTexture2 || hasBump2 ) { flags |= VERTEX_COLOR; } // texcoord0 : base texcoord // texcoord1 : lightmap texcoord // texcoord2 : lightmap texcoord offset int numTexCoords; // if ( pShaderAPI->InEditorMode() ) // if ( pShader->CanUseEditorMaterials() ) // { // numTexCoords = 1; // } // else { numTexCoords = 2; if( hasBump ) { numTexCoords = 3; } } int nLightingPreviewMode = !bHasFoW ? IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER0 ) + 2 * IS_FLAG2_SET( MATERIAL_VAR2_USE_GBUFFER1 ) : 0; pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); // Pre-cache pixel shaders bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ); int bumpmap_variant=(hasSSBump) ? 2 : hasBump; bool bMaskedBlending=( (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() != 0) ); if( bDeferredActive ) { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30 ); } else { DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask ); SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump ); SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) ); SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 ); SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_VERTEX_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_VERTEX_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_VERTEX_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_VERTEX_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_VERTEX_SHADER_COMBO( FOW, bHasFoW ); SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 ); SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask ); SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap ); SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, envmap_variant ); SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum ); SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() ); SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture ); SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture ); SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending); SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping ); SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline ); SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges ); SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture ); SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode ); SET_STATIC_PIXEL_SHADER_COMBO( PARALLAX_MAPPING, bParallaxMapping ); SET_STATIC_PIXEL_SHADER_COMBO( SHADER_SRGB_READ, bShaderSrgbRead ); SET_STATIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nLightingPreviewMode ); SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); } // HACK HACK HACK - enable alpha writes all the time so that we have them for // underwater stuff and writing depth to dest alpha // But only do it if we're not using the alpha already for translucency pShaderShadow->EnableAlphaWrites( bFullyOpaque ); pShaderShadow->EnableSRGBWrite( true ); pShader->DefaultFog(); // NOTE: This isn't optimal. If $color2 is ever changed by a material // proxy, this code won't get re-run, but too bad. No time to make this work // Also note that if the lightmap scale factor changes // all shadow state blocks will be re-run, so that's ok float flLScale = pShaderShadow->GetLightMapScaleFactor(); pShader->PI_BeginCommandBuffer(); pShader->PI_SetModulationPixelShaderDynamicState( 21 ); // MAINTOL4DMERGEFIXME // Need to reflect this change which is from this rel changelist since this constant set was moved from the dynamic block to here: // Change 578692 by Alex@alexv_rel on 2008/06/04 18:07:31 // // Fix for portalareawindows in ep2 being rendered black. The color variable was being multipurposed for both the vs and ps differently where the ps doesn't care about alpha, but the vs does. Only applying the alpha2 DoD hack to the pixel shader constant where the alpha was never used in the first place and leaving alpha as is for the vs. // color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f; // pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color ); pShader->PI_SetModulationPixelShaderDynamicState_LinearScale_ScaleInW( 12, flLScale ); pShader->PI_SetModulationVertexShaderDynamicState_LinearScale( flLScale ); pShader->PI_EndCommandBuffer(); } // end shadow state } // end shadow || regen display list if ( pShaderAPI && ( pContextData->m_bMaterialVarsChanged ) ) { // need to regenerate the semistatic cmds pContextData->m_SemiStaticCmdsOut.Reset(); pContextData->m_bMaterialVarsChanged = false; bool bHasBlendMaskTransform= ( (info.m_nBlendMaskTransform != -1) && (info.m_nMaskedBlending != -1) && (params[info.m_nMaskedBlending]->GetIntValue() ) && ( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) ); // If we don't have a texture transform, we don't have // to set vertex shader constants or run vertex shader instructions // for the texture transform. bool bHasTextureTransform = !( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform]->MatrixIsIdentity() && params[info.m_nBumpTransform2]->MatrixIsIdentity() && params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() ); bHasTextureTransform |= bHasBlendMaskTransform; pContextData->m_bVertexShaderFastPath = !bHasTextureTransform; if( params[info.m_nDetail]->IsTexture() ) { pContextData->m_bVertexShaderFastPath = false; } int nTransformToLoad = info.m_nBlendMaskTransform; if( ( hasBump || hasSSBump ) && hasDetailTexture && !hasSelfIllum && !bHasBlendModulateTexture ) { nTransformToLoad = info.m_nBumpTransform; } pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, nTransformToLoad ); if ( ! pContextData->m_bVertexShaderFastPath ) { bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) && ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) ); bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture() && !bHasFoW; if (!bSeamlessMapping ) pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform ); // If we have a detail texture, then the bump texcoords are the same as the base texcoords. if( hasBump && !hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform ); } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform ); } else if ( hasBump2 ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 ); } } pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint ); if ( hasDetailTexture ) { float detailTintAndBlend[4] = {1, 1, 1, 1}; if ( info.m_nDetailTint != -1 ) { params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 ); } detailTintAndBlend[3] = fDetailBlendFactor; pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend ); } float envmapTintVal[4]; float selfIllumTintVal[4]; params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 ); params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 ); float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue(); float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue(); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); int envmap_variant; //0 = no envmap, 1 = regular, 2 = darken in shadow mode if( hasEnvmap ) { //only enabled darkened cubemap mode when the scale calls for it. And not supported in ps20 when also using a 2nd bumpmap envmap_variant = ((GetFloatParam( info.m_nEnvMapLightScale, params ) > 0.0f) && (g_pHardwareConfig->SupportsPixelShaders_2_b() || !hasBump2)) ? 2 : 1; } else { envmap_variant = 0; } pContextData->m_bPixelShaderFastPath = true; bool bUsingContrastOrSaturation = hasEnvmap && ( ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) || (envmapSaturation != 1.0f) ); bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f); bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f); if ( bUsingContrastOrSaturation || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular ) { pContextData->m_bPixelShaderFastPath = false; } if( !pContextData->m_bPixelShaderFastPath ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() ); pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() ); float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue(); // [ 0, 0, 1-R(0), R(0) ] pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel ); pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() ); } else { if ( bHasOutline ) { float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ), GetFloatParam( info.m_nOutlineStart1, params ), GetFloatParam( info.m_nOutlineEnd0, params ), GetFloatParam( info.m_nOutlineEnd1, params ), 0,0,0, GetFloatParam( info.m_nOutlineAlpha, params ) }; if ( info.m_nOutlineColor != -1 ) { params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 ); } pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 ); } if ( bHasSoftEdges ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 4, GetFloatParam( info.m_nEdgeSoftnessStart, params ), GetFloatParam( info.m_nEdgeSoftnessEnd, params ), 0,0 ); } } // parallax and cubemap light scale mapping parms (c20) if ( bParallaxMapping || (envmap_variant == 2) ) { pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 20, GetFloatParam( info.m_nHeightScale, params), GetFloatParam( info.m_nEnvMapLightScale, params), 0, 0 ); } // texture binds if( hasBaseTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame ); } // handle mat_fullbright 2 bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); if( bLightingOnly ) { // BASE TEXTURE if( hasSelfIllum ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } // BASE TEXTURE 2 if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY ); } // DETAIL TEXTURE if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY ); } // disable color modulation float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color ); // turn off environment mapping envmapTintVal[0] = 0.0f; envmapTintVal[1] = 0.0f; envmapTintVal[2] = 0.0f; } // always set the transform for detail textures since I'm assuming that you'll // always have a detailscale. if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale ); } if( hasBaseTexture2 ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame ); } if( hasDetailTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame ); } if( hasBump || hasNormalMapAlphaEnvmapMask ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame ); } else { if( hasSSBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_SSBUMP_FLAT ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT ); } } } if( hasBump2 ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 ); } else { if( hasSSBump ) { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT ); } else { pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SSBUMP_FLAT ); } } } if( hasBumpMask ) { if( !g_pConfig->m_bFastNoBump ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 ); } else { // this doesn't make sense pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT ); } } if( hasEnvmapMask ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame ); } if ( hasLightWarpTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 ); } if ( bHasBlendModulateTexture ) { pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 ); } if ( hasFlashlight && IsX360() ) { pContextData->m_SemiStaticCmdsOut.SetVertexShaderFlashlightState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 ); CBCmdSetPixelShaderFlashlightState_t state; state.m_LightSampler = SHADER_SAMPLER13; state.m_DepthSampler = SHADER_SAMPLER14; state.m_ShadowNoiseSampler = SHADER_SAMPLER15; state.m_nColorConstant = 28; state.m_nAttenConstant = 13; state.m_nOriginConstant = 14; state.m_nDepthTweakConstant = 19; state.m_nScreenScaleConstant = 31; state.m_nWorldToTextureConstant = -1; state.m_bFlashlightNoLambert = false; state.m_bSinglePassFlashlight = bSinglePassFlashlight; pContextData->m_SemiStaticCmdsOut.SetPixelShaderFlashlightState( state ); } pContextData->m_SemiStaticCmdsOut.End(); } } DYNAMIC_STATE { CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut; DynamicCmdsOut.Call( pContextData->m_pStaticCmds ); DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() ); bool hasEnvmap = params[info.m_nEnvmap]->IsTexture(); if( hasEnvmap ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame ); } bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath; int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ); if( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline ) { nFixedLightingMode = ENABLE_FIXED_LIGHTING_NONE; } else { bVertexShaderFastPath = false; } } bool bWorldNormal = ( nFixedLightingMode == ENABLE_FIXED_LIGHTING_OUTPUTNORMAL_AND_DEPTH ); if ( bWorldNormal && IsPC() ) { 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; DynamicCmdsOut.SetVertexShaderConstant4( 12, vEyeDir[0], vEyeDir[1], vEyeDir[2], 1.0f ); } MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode(); if( bDeferredActive ) { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_deferred_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_deferred_vs30 ); } else { DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs30 ); SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath ); SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs30 ); } bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath; if ( nFixedLightingMode != ENABLE_FIXED_LIGHTING_NONE ) { bPixelShaderFastPath = false; } bool bWriteDepthToAlpha; bool bWriteWaterFogToAlpha; if( pContextData->m_bFullyOpaque ) { bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha(); bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z); AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." ); } else { //can't write a special value to dest alpha if we're actually using as-intended alpha bWriteDepthToAlpha = false; bWriteWaterFogToAlpha = false; } if( bHasFoW ) { if( ( info.m_nFoW != -1 ) && ( params[ info.m_nFoW ]->IsTexture() != 0 ) ) DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nFoW, -1 ); else DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER13, TEXTURE_WHITE ); float vFoWSize[ 4 ]; Vector vMins = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MINS ); Vector vMaxs = pShaderAPI->GetVectorRenderingParameter( VECTOR_RENDERPARM_GLOBAL_FOW_MAXS ); vFoWSize[ 0 ] = vMins.x; vFoWSize[ 1 ] = vMins.y; vFoWSize[ 2 ] = vMaxs.x - vMins.x; vFoWSize[ 3 ] = vMaxs.y - vMins.y; DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_12, vFoWSize ); } if( bDeferredActive ) { DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, GetDeferredExt()->GetTexture_LightAccum(), 0 ); DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, GetDeferredExt()->GetTexture_LightAccum2(), 0 ); //DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_WHITE ); int x, y, w, t; pShaderAPI->GetCurrentViewport( x, y, w, t ); float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 }; DynamicCmdsOut.SetPixelShaderConstant( PSREG_UBERLIGHT_SMOOTH_EDGE_0, fl1 ); } bool bFlashlightShadows = false; bool bUberlight = false; if( hasFlashlight && IsX360() ) { pShaderAPI->GetFlashlightShaderInfo( &bFlashlightShadows, &bUberlight ); } else { // only do ambient light when not using flashlight static ConVarRef mat_ambient_light_r_forced( "mat_ambient_light_r_forced" ); static ConVarRef mat_ambient_light_g_forced( "mat_ambient_light_g_forced" ); static ConVarRef mat_ambient_light_b_forced( "mat_ambient_light_b_forced" ); float vAmbientColor[4] = { mat_ambient_light_r_forced.GetFloat() != -1.0f ? mat_ambient_light_r_forced.GetFloat() : mat_ambient_light_r.GetFloat(), mat_ambient_light_g_forced.GetFloat() != -1.0f ? mat_ambient_light_g_forced.GetFloat() : mat_ambient_light_g.GetFloat(), mat_ambient_light_b_forced.GetFloat() != -1.0f ? mat_ambient_light_b_forced.GetFloat() : mat_ambient_light_b.GetFloat(), 0.0f }; if ( mat_fullbright.GetInt() == 1 ) { vAmbientColor[0] = vAmbientColor[1] = vAmbientColor[2] = 0.0f; } DynamicCmdsOut.SetPixelShaderConstant( 31, vAmbientColor, 1 ); } float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue(); if( bDeferredActive ) { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_deferred_ps30); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, /*bFlashlightShadows*/ 0 ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_deferred_ps30 ); } else { DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps30 ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f ); // Don't write fog to alpha if we're using translucency SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha ); SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows ); SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps30 ); } DynamicCmdsOut.End(); pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() ); } pShader->Draw(); if( !bDeferredActive && IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest ) { //Alpha testing makes it so we can't write to dest alpha //Writing to depth makes it so later polygons can't write to dest alpha either //This leads to situations with garbage in dest alpha. //Fix it now by converting depth to dest alpha for any pixels that just wrote. pShader->DrawEqualDepthToDestAlpha(); } }