Example #1
0
//////////////////////////////////////////////////////////////////////////
// R2
//////////////////////////////////////////////////////////////////////////
void	CBlender_LmEbB::Compile(CBlender_Compile& C)
{
	if (oBlend.value)	C.r_Pass	("lmapE","lmapE",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);
	else				C.r_Pass	("lmapE","lmapE",TRUE);
	C.r_Sampler			("s_base",	C.L_textures[0]	);
	C.r_Sampler			("s_lmap",	C.L_textures[1]	);
	C.r_Sampler_clf		("s_hemi",	*C.L_textures[2]);
	C.r_Sampler			("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
	C.r_End				();
}
void	CBlender_deffer_model::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);

	BOOL	bForward		= FALSE;
	if (oBlend.value && oAREF.value<16)	bForward	= TRUE;
	if (oStrictSorting.value)			bForward	= TRUE;

	if (bForward)			{
		// forward rendering
		LPCSTR	vsname,psname;
		switch(C.iElement) 
		{
		case 0: 	//
		case 1: 	//
			vsname = psname =	"model_def_lq"; 
			C.r_Pass			(vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,oAREF.value);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_End				();
			break;
		default:
			break;
		}
	} else {
		BOOL	bAref		= oBlend.value;
		// deferred rendering
		// codepath is the same, only the shaders differ
		switch(C.iElement) 
		{
		case SE_R2_NORMAL_HQ: 			// deffer
			uber_deffer		(C,true,	"model",	"base",bAref);
			break;
		case SE_R2_NORMAL_LQ: 			// deffer
			uber_deffer		(C,false,	"model",	"base",bAref);
			break;
		case SE_R2_SHADOW:				// smap
			if (bAref)		{
				if (RImplementation.o.HW_smap)	C.r_Pass	("shadow_direct_model_aref","shadow_direct_base_aref",	FALSE,TRUE,TRUE,FALSE,D3DBLEND_ZERO,D3DBLEND_ONE,TRUE,220);
				else							C.r_Pass	("shadow_direct_model_aref","shadow_direct_base_aref",	FALSE);
				C.r_Sampler		("s_base",		C.L_textures[0]);
				C.r_End			();
				break;
			} else {
				if (RImplementation.o.HW_smap)	C.r_Pass	("shadow_direct_model","dumb",					FALSE,TRUE,TRUE,FALSE);
				else							C.r_Pass	("shadow_direct_model","shadow_direct_base",	FALSE);
				C.r_Sampler		("s_base",		C.L_textures[0]);
				C.r_End			();
				break;
			}
		}
	}
}
void	CBlender_deffer_aref::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);

	// oBlend.value	= FALSE	;

	if (oBlend.value)	{
		switch(C.iElement) 
		{
		case SE_R2_NORMAL_HQ:
		case SE_R2_NORMAL_LQ:
			if (lmapped)	{
				C.r_Pass			("lmapE","lmapE",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE, oAREF.value);
				C.r_Sampler			("s_base",	C.L_textures[0]	);
				C.r_Sampler			("s_lmap",	C.L_textures[1]	);
				C.r_Sampler_clf		("s_hemi",	*C.L_textures[2]);
				C.r_Sampler			("s_env",	r2_T_envs0,		false,D3DTADDRESS_CLAMP);
				C.r_End				();
			} else {
				C.r_Pass			("vert", "vert", TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE, oAREF.value);
				C.r_Sampler			("s_base",	C.L_textures[0]	);
				C.r_End				();
			}
			break;
		default:
			break;
		}
	} else {
		C.SetParams				(1,false);	//.

		// codepath is the same, only the shaders differ
		// ***only pixel shaders differ***
		switch(C.iElement) 
		{
		case SE_R2_NORMAL_HQ: 	// deffer
			uber_deffer		(C,true,"base","base",true);
			break;
		case SE_R2_NORMAL_LQ: 	// deffer
			uber_deffer		(C,false,"base","base",true);
			break;
		case SE_R2_SHADOW:		// smap
			if (RImplementation.o.HW_smap)	C.r_Pass	("shadow_direct_base_aref","shadow_direct_base_aref",FALSE,TRUE,TRUE,FALSE,D3DBLEND_ZERO,D3DBLEND_ONE,TRUE,220);
			else							C.r_Pass	("shadow_direct_base_aref","shadow_direct_base_aref",FALSE);
			C.r_Sampler		("s_base",C.L_textures[0]);
			C.r_End			();
			break;
		}
	}
}
Example #4
0
void	CBlender_Detail_Still::Compile	(CBlender_Compile& C)
{
	IBlender::Compile	(C);
	
	if (C.bEditor)
	{
		C.PassBegin		();
		{
			C.PassSET_ZB		(TRUE,TRUE);
			if (oBlend.value)	C.PassSET_Blend_BLEND	(TRUE, 200);
			else				C.PassSET_Blend_SET		(TRUE, 200);
			C.PassSET_LightFog	(TRUE,TRUE);
			
			// Stage1 - Base texture
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_MODULATE,	D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_MODULATE,	D3DTA_DIFFUSE);
			C.StageSET_TMC		(oT_Name,"$null","$null",0);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		switch (C.iElement)
		{
		case SE_R1_NORMAL_HQ:
			C.r_Pass	("detail_wave",		"detail",FALSE,TRUE,TRUE,FALSE, D3DBLEND_ONE,D3DBLEND_ZERO,oBlend.value?TRUE:FALSE,oBlend.value?200:0);
			C.r_Sampler	("s_base",	C.L_textures[0]);
			C.r_End		();
			break;
		case SE_R1_NORMAL_LQ:
			C.r_Pass	("detail_still",	"detail",FALSE,TRUE,TRUE,FALSE, D3DBLEND_ONE,D3DBLEND_ZERO,oBlend.value?TRUE:FALSE,oBlend.value?200:0);
			C.r_Sampler	("s_base",	C.L_textures[0]);
			C.r_End		();
			break;
		case SE_R1_LPOINT:
			break;
		case SE_R1_LSPOT:
			break;
		case SE_R1_LMODELS:
			break;
		}
	}
}
Example #5
0
void	CBlender_Particle::Compile	(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	switch	(C.iElement) 
	{
	case SE_R2_NORMAL_HQ: 	// deffer
	case SE_R2_NORMAL_LQ: 	// deffer
		switch (oBlend.IDselected)
		{
		case 0:	C.r_Pass	("deffer_particle",	"deffer_particle",	FALSE,	TRUE,TRUE,	FALSE,	D3DBLEND_ONE,		D3DBLEND_ZERO,			FALSE,200);	break;	// SET
		case 1: C.r_Pass	("particle",		"particle",			FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);	break;	// BLEND
		case 2:	C.r_Pass	("particle",		"particle",			FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_ONE,		D3DBLEND_ONE,			TRUE,0);	break;	// ADD
		case 3:	C.r_Pass	("particle",		"particle",			FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_ZERO,			TRUE,0);	break;	// MUL
		case 4:	C.r_Pass	("particle",		"particle",			FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_SRCCOLOR,		TRUE,0);	break;	// MUL_2X
		case 5:	C.r_Pass	("particle",		"particle",			FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_SRCALPHA,	D3DBLEND_ONE,			TRUE,0);	break;	// ALPHA-ADD
		};
		C.r_Sampler			("s_base",	C.L_textures[0],false,oClamp.value?D3DTADDRESS_CLAMP:D3DTADDRESS_WRAP);
		C.r_Sampler_rtf		("s_position",	"$user$position"); // Nummer: for soft particles
		C.r_End				();
		break;
	case SE_R2_SHADOW:		// smap
		// HARD or SOFT: shadow-map
		switch (oBlend.IDselected)
		{
		case 0:	C.r_Pass	("particle",		"particle",			FALSE,	TRUE,TRUE,	FALSE,	D3DBLEND_ONE,		D3DBLEND_ZERO,	TRUE,200);	break;	// SET
		case 1: C.r_Pass	("particle-clip",	"particle_s-blend",	FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_ZERO,	TRUE,0);	break;	// BLEND
		case 2:	C.r_Pass	("particle-clip",	"particle_s-add",	FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_ZERO,	TRUE,0);	break;	// ADD
		case 3:	C.r_Pass	("particle-clip",	"particle_s-mul",	FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_ZERO,	TRUE,0);	break;	// MUL
		case 4:	C.r_Pass	("particle-clip",	"particle_s-mul",	FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_ZERO,	TRUE,0);	break;	// MUL_2X
		case 5:	C.r_Pass	("particle-clip",	"particle_s-aadd",	FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_ZERO,	TRUE,0);	break;	// ALPHA-ADD
		};
		C.r_Sampler			("s_base",	C.L_textures[0],false,oClamp.value?D3DTADDRESS_CLAMP:D3DTADDRESS_WRAP);
		C.r_Sampler_rtf		("s_position",	"$user$position"); // Nummer: for soft particles
		C.r_End				();
		break;
	case 4: 	// deffer-EMAP
		break;
	};
}
Example #6
0
void	CBlender_Model_EbB::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);

	if (oBlend.value)	{
		// forward
		LPCSTR	vsname			= 0;
		LPCSTR	psname			= 0;
		switch(C.iElement) 
		{
		case 0:
		case 1:
			vsname = psname =	"model_env_lq"; 
			C.r_Pass			(vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler			("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
			C.r_End				();
			break;
		}
	} else {
		// deferred
		switch(C.iElement) 
		{
		case SE_R2_NORMAL_HQ: 	// deffer
			uber_deffer		(C,true,	"model","base",false);
			break;
		case SE_R2_NORMAL_LQ: 	// deffer
			uber_deffer		(C,false,	"model","base",false);
			break;
		case SE_R2_SHADOW:		// smap
			if (RImplementation.o.HW_smap)	C.r_Pass	("shadow_direct_model","dumb",					FALSE,TRUE,TRUE,FALSE);
			else							C.r_Pass	("shadow_direct_model","shadow_direct_base",	FALSE);
			C.r_Sampler		("s_base",		C.L_textures[0]);
			C.r_End			();
			break;
		}
	}
}
Example #7
0
void	CBlender_Particle::Compile	(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	switch (oBlend.IDselected)
	{
		case 0:	C.r_Pass	("particle","particle",TRUE,	TRUE,TRUE,	FALSE,	D3DBLEND_ONE,		D3DBLEND_ZERO,			TRUE,200);	break;	// SET
		case 1: C.r_Pass	("particle","particle",FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);	break;	// BLEND
		case 2:	C.r_Pass	("particle","particle",FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_ONE,		D3DBLEND_ONE,			TRUE,0);	break;	// ADD
		case 3:	C.r_Pass	("particle","particle",FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_ZERO,			TRUE,0);	break;	// MUL
		case 4:	C.r_Pass	("particle","particle",FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_DESTCOLOR,	D3DBLEND_SRCCOLOR,		TRUE,0);	break;	// MUL_2X
		case 5:	C.r_Pass	("particle","particle",FALSE,	TRUE,FALSE,	TRUE,	D3DBLEND_SRCALPHA,	D3DBLEND_ONE,			TRUE,0);	break;	// ALPHA-ADD
	}
	C.r_Sampler				("s_base",	C.L_textures[0],false,oClamp.value?D3DTADDRESS_CLAMP:D3DTADDRESS_WRAP);
	C.r_End					();
}
void	CBlender_deffer_flat::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);

	// codepath is the same, only the shaders differ
	switch(C.iElement) 
	{
	case SE_R2_NORMAL_HQ: 		// deffer
		uber_deffer		(C,true,"base","base",false);
		break;
	case SE_R2_NORMAL_LQ: 		// deffer
		uber_deffer		(C,false,"base","base",false);
		break;
	case SE_R2_SHADOW:			// smap-direct
		if (RImplementation.o.HW_smap)	C.r_Pass	("shadow_direct_base","dumb",	FALSE,TRUE,TRUE,FALSE);
		else							C.r_Pass	("shadow_direct_base","shadow_direct_base",FALSE);
		C.r_Sampler		("s_base",C.L_textures[0]);
		C.r_End			();
		break;
	}
}
Example #9
0
void	CBlender_accum_spot::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);

	BOOL		b_HW_smap	= RImplementation.o.HW_smap;
	BOOL		b_HW_PCF	= RImplementation.o.HW_smap_PCF;
	BOOL		blend		= RImplementation.o.fp16_blend;
	D3DBLEND	dest		= blend?D3DBLEND_ONE:D3DBLEND_ZERO;

	switch (C.iElement)
	{
	case SE_L_FILL:			// masking
		C.r_Pass			("null", 			"copy",						false,	FALSE,	FALSE);
		C.r_Sampler			("s_base",			C.L_textures[0]);
		C.r_End				();
		break;
	case SE_L_UNSHADOWED:	// unshadowed
		C.r_Pass			("accum_volume",	"accum_spot_unshadowed",	false,	FALSE,FALSE,blend,D3DBLEND_ONE,dest);
		C.r_Sampler_rtf		("s_position",		r2_RT_P);
		C.r_Sampler_rtf		("s_normal",		r2_RT_N);
		C.r_Sampler_clw		("s_material",		r2_material);
		C.r_Sampler			("s_lmap",			C.L_textures[0],false,D3DTADDRESS_CLAMP);
		C.r_Sampler_rtf		("s_accumulator",	r2_RT_accum		);
		C.r_End				();
		break;
	case SE_L_NORMAL:		// normal
		C.r_Pass			("accum_volume",	"accum_spot_normal",		false,	FALSE,FALSE,blend,D3DBLEND_ONE,dest);
		C.r_Sampler_rtf		("s_position",		r2_RT_P);
		C.r_Sampler_rtf		("s_normal",		r2_RT_N);
		C.r_Sampler_clw		("s_material",		r2_material);
		C.r_Sampler			("s_lmap",			C.L_textures[0],false,D3DTADDRESS_CLAMP);
		if (b_HW_smap)		{
			if (b_HW_PCF)	C.r_Sampler_clf		("s_smap",r2_RT_smap_depth	);
			else			C.r_Sampler_rtf		("s_smap",r2_RT_smap_depth	);
		}
		else				C.r_Sampler_rtf		("s_smap",r2_RT_smap_surf	);
		jitter				(C);
		C.r_Sampler_rtf		("s_accumulator",	r2_RT_accum		);
		C.r_End				();
		break;
	case SE_L_FULLSIZE:		// normal-fullsize
		C.r_Pass			("accum_volume",	"accum_spot_fullsize",		false,	FALSE,FALSE,blend,D3DBLEND_ONE,dest);
		C.r_Sampler_rtf		("s_position",		r2_RT_P);
		C.r_Sampler_rtf		("s_normal",		r2_RT_N);
		C.r_Sampler_clw		("s_material",		r2_material);
		C.r_Sampler			("s_lmap",			C.L_textures[0],false,D3DTADDRESS_CLAMP);
		if (b_HW_smap)		{
			if (b_HW_PCF)	C.r_Sampler_clf		("s_smap",r2_RT_smap_depth	);
			else			C.r_Sampler_rtf		("s_smap",r2_RT_smap_depth	);
		}
		else				C.r_Sampler_rtf		("s_smap",r2_RT_smap_surf	);
		jitter				(C);
		C.r_Sampler_rtf		("s_accumulator",	r2_RT_accum		);
		C.r_End				();
		break;
	case SE_L_TRANSLUENT:	// shadowed + transluency
		C.r_Pass			("accum_volume",	"accum_spot_fullsize",		false,	FALSE,FALSE,blend,D3DBLEND_ONE,dest);
		C.r_Sampler_rtf		("s_position",		r2_RT_P);
		C.r_Sampler_rtf		("s_normal",		r2_RT_N);
		C.r_Sampler_clw		("s_material",		r2_material);
		C.r_Sampler_clf		("s_lmap",			r2_RT_smap_surf);			// diff here
		if (b_HW_smap)		{
			if (b_HW_PCF)	C.r_Sampler_clf		("s_smap",r2_RT_smap_depth	);
			else			C.r_Sampler_rtf		("s_smap",r2_RT_smap_depth	);
		}
		else				C.r_Sampler_rtf		("s_smap",r2_RT_smap_surf	);
		C.r_Sampler_rtf		("s_accumulator",	r2_RT_accum		);
		jitter				(C);
		C.r_End				();
		break;
	}
}
Example #10
0
void CBlender_Vertex::Compile	(CBlender_Compile& C)
{
    IBlender::Compile		(C);

    if (C.bEditor)
    {
        // Editor shader
        C.PassBegin		();
        {
            C.PassSET_ZB			(TRUE,TRUE);
            C.PassSET_Blend			(FALSE,D3DBLEND_ONE,D3DBLEND_ZERO,	FALSE,0);
            C.PassSET_LightFog		(TRUE,TRUE);

            // Stage0 - Base texture
            C.StageBegin			();
            C.StageSET_Color		(D3DTA_TEXTURE,	  D3DTOP_MODULATE,	D3DTA_DIFFUSE);
            C.StageSET_Alpha		(D3DTA_TEXTURE,	  D3DTOP_MODULATE,	D3DTA_DIFFUSE);
            C.Stage_Texture			(oT_Name);
            C.Stage_Matrix			(oT_xform,0);
            C.Stage_Constant		("$null");
            C.StageEnd				();
        }
        C.PassEnd			();
    } else {
        switch (C.iElement)
        {
        case SE_R1_NORMAL_HQ:
            // Level view
            if (C.bDetail_Diffuse)
            {
                C.r_Pass	("vert_dt","vert_dt",TRUE);
                C.r_Sampler	("s_base",	C.L_textures[0]);
                C.r_Sampler	("s_detail",C.detail_texture);
                C.r_End		();
            } else	{
                C.r_Pass	("vert","vert",TRUE);
                C.r_Sampler	("s_base",C.L_textures[0]);
                C.r_End		();
            }
            break;
        case SE_R1_NORMAL_LQ:
            // Level view
            C.r_Pass	("vert","vert",TRUE);
            C.r_Sampler	("s_base",C.L_textures[0]);
            C.r_End		();
            break;
        case SE_R1_LPOINT:
            C.r_Pass		("vert_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
            C.r_Sampler		("s_base",	C.L_textures[0]);
            C.r_Sampler_clf	("s_lmap",	TEX_POINT_ATT		);
            C.r_Sampler_clf	("s_att",	TEX_POINT_ATT		);
            C.r_End			();
            break;
        case SE_R1_LSPOT:
            C.r_Pass		("vert_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
            C.r_Sampler		("s_base",	C.L_textures[0]);
            C.r_Sampler_clf	("s_lmap",	"internal\\internal_light_att",		true);
            C.r_Sampler_clf	("s_att",	TEX_SPOT_ATT		);
            C.r_End			();
            break;
        case SE_R1_LMODELS:
            // Lighting only
            C.r_Pass		("vert_l","vert_l",FALSE);
            C.r_Sampler		("s_base",C.L_textures[0]);
            C.r_End			();
            break;
        }
    }
}
	adopt_sampler			_sampler		(LPCSTR _name)							{	u32 s = C->r_Sampler(_name,0);				return	adopt_sampler(C,s);	}
Example #12
0
void	CBlender_Model::Compile	(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	if (C.bEditor)
	{
		C.PassBegin		();
		{
			C.PassSET_ZB		(TRUE,oBlend.value&&(oAREF.value<200)?FALSE:TRUE);
			if (oBlend.value)	C.PassSET_Blend_BLEND	(TRUE,oAREF.value);
			else				C.PassSET_Blend_SET		();
			C.PassSET_LightFog	(TRUE,TRUE);
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_MODULATE,		D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,	D3DTA_DIFFUSE);
			C.StageSET_TMC		(oT_Name,	"$null",	"$null",	0		);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		LPCSTR	vsname		= 0;
		LPCSTR	psname		= 0;
		switch (C.iElement)
		{
		case SE_R1_NORMAL_HQ:	
			vsname = psname =	"model_def_hq";
			if (oBlend.value)	C.r_Pass	(vsname,psname,TRUE,TRUE,TRUE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,oAREF.value);
			else				C.r_Pass	(vsname,psname,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	"$user$projector",true);
			C.r_End				();
			break;
		case SE_R1_NORMAL_LQ:
			vsname = psname =	"model_def_lq"; 
			if (oBlend.value)	C.r_Pass	(vsname,psname,TRUE,TRUE,TRUE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,oAREF.value);
			else				C.r_Pass	(vsname,psname,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_End				();
			break;
		case SE_R1_LPOINT:
			vsname				= "model_def_point";
			psname				= "add_point";
			if (oBlend.value)	C.r_Pass	(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,	D3DBLEND_ONE,TRUE,oAREF.value);
			else				C.r_Pass	(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,	D3DBLEND_ONE,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	TEX_POINT_ATT);
			C.r_Sampler_clf		("s_att",	TEX_POINT_ATT);
			C.r_End				();
			break;
		case SE_R1_LSPOT:
			vsname				= "model_def_spot";
			psname				= "add_spot";
			if (oBlend.value)	C.r_Pass	(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,	D3DBLEND_ONE,TRUE,oAREF.value);
			else				C.r_Pass	(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,	D3DBLEND_ONE,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	"internal\\internal_light_att",		true);
			C.r_Sampler_clf		("s_att",	TEX_SPOT_ATT);
			C.r_End				();
			break;
		case SE_R1_LMODELS:
			vsname				= "model_def_shadow";
			psname				= "model_shadow";
			C.r_Pass			(vsname,psname,FALSE,FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_SRCCOLOR,FALSE,0);
			C.r_End				();
			break;
		}
	}
}
Example #13
0
void	uber_deffer	(CBlender_Compile& C, bool hq, LPCSTR _vspec, LPCSTR _pspec, BOOL _aref, LPCSTR _detail_replace, bool DO_NOT_FINISH)
{
	// Uber-parse
	string256		fname,fnameA,fnameB;
	xr_strcpy			(fname,*C.L_textures[0]);	//. andy if (strext(fname)) *strext(fname)=0;
	fix_texture_name(fname);
	ref_texture		_t;		_t.create			(fname);
	bool			bump	= _t.bump_exist		();

	// detect lmap
	bool			lmap	= true;
	if	(C.L_textures.size()<3)	lmap = false;
	else 
	{
		pcstr		tex		= C.L_textures[2].c_str();
		if (tex[0]=='l' && tex[1]=='m' && tex[2]=='a' && tex[3]=='p')	lmap = true	;
		else															lmap = false;
	}


	string256		ps,vs,dt;
	strconcat		(sizeof(vs),vs,"deffer_", _vspec, lmap?"_lmh":""	);
	strconcat		(sizeof(ps),ps,"deffer_", _pspec, lmap?"_lmh":""	);
	xr_strcpy		(dt,sizeof(dt),_detail_replace?_detail_replace:( C.detail_texture?C.detail_texture:"" ) );

	// detect detail bump
	string256		texDetailBump = {'\0'};
	string256		texDetailBumpX = {'\0'};
	bool			bHasDetailBump = false;
	if (C.bDetail_Bump)
	{
		LPCSTR detail_bump_texture = DEV->m_textures_description.GetBumpName(dt).c_str();
		//	Detect and use detail bump
		if ( detail_bump_texture )
		{
			bHasDetailBump = true;
			xr_strcpy		( texDetailBump, sizeof(texDetailBump), detail_bump_texture);
			xr_strcpy		( texDetailBumpX, sizeof(texDetailBumpX), detail_bump_texture);
			xr_strcat			( texDetailBumpX, "#");
		}
	}

	if	(_aref)		
	{ 
		xr_strcat(ps,"_aref");	
	}

	if	(!bump)		
	{
		fnameA[0] = fnameB[0] = 0;
		xr_strcat			(vs,"_flat");
		xr_strcat			(ps,"_flat");
		if (hq && (C.bDetail_Diffuse || C.bDetail_Bump) )	
		{
			xr_strcat		(vs,"_d");
			xr_strcat		(ps,"_d");
		}
	} 
	else 
	{
		xr_strcpy			(fnameA,_t.bump_get().c_str());
		strconcat		(sizeof(fnameB),fnameB,fnameA,"#");
		xr_strcat			(vs,"_bump");
		if (hq && C.bUseSteepParallax)
		{
			xr_strcat			(ps,"_steep");
		}
		else
		{
			xr_strcat			(ps,"_bump");
		}
		if (hq && (C.bDetail_Diffuse || C.bDetail_Bump) )
		{
			xr_strcat		(vs,"_d"	);
			if (bHasDetailBump)
				xr_strcat		(ps,"_db"	);	//	bump & detail & hq
			else
				xr_strcat		(ps,"_d"	);
		}
	}

	// HQ
	if (bump && hq)
	{
		xr_strcat			(vs,"-hq");
		xr_strcat			(ps,"-hq");
	}

	// Uber-construct
#if defined(USE_DX10) || defined(USE_DX11)
#	ifdef USE_DX11
	if (bump && hq && RImplementation.o.dx11_enable_tessellation && C.TessMethod!=0)
	{
		char hs[256], ds[256];// = "DX11\\tess", ds[256] = "DX11\\tess";
		char params[256] = "(";
		
		if (C.TessMethod == CBlender_Compile::TESS_PN || C.TessMethod == CBlender_Compile::TESS_PN_HM)
		{
			RImplementation.addShaderOption("TESS_PN", "1");
			xr_strcat(params, "TESS_PN,");
		}

		if (C.TessMethod == CBlender_Compile::TESS_HM || C.TessMethod == CBlender_Compile::TESS_PN_HM)
		{
			RImplementation.addShaderOption("TESS_HM", "1");
			xr_strcat(params, "TESS_HM,");
		}

		if (lmap)
		{
			RImplementation.addShaderOption("USE_LM_HEMI", "1");
			xr_strcat(params, "USE_LM_HEMI,");
		}

		if (C.bDetail_Diffuse)
		{
			RImplementation.addShaderOption("USE_TDETAIL", "1");
			xr_strcat(params, "USE_TDETAIL,");
		}

		if (C.bDetail_Bump)
		{
			RImplementation.addShaderOption("USE_TDETAIL_BUMP", "1");
			xr_strcat(params, "USE_TDETAIL_BUMP,");
		}
		
		xr_strcat(params, ")");

		strconcat(sizeof(vs),vs,"deffer_", _vspec, "_bump", params);
		strconcat(sizeof(ps),ps,"deffer_", _pspec, _aref?"_aref":"", "_bump", params);
		strconcat(sizeof(hs),hs,"DX11\\tess", params);
		strconcat(sizeof(ds),ds,"DX11\\tess", params);
	
		VERIFY(strstr(vs, "bump")!=0);
		VERIFY(strstr(ps, "bump")!=0);
		C.r_TessPass	(vs, hs, ds, "null", ps, FALSE);
		RImplementation.clearAllShaderOptions();
		u32 stage = C.r_dx10Sampler("smp_bump_ds");
		if (stage != -1)
		{
			C.i_dx10Address(stage, D3DTADDRESS_WRAP);
			C.i_dx10FilterAnizo(stage, TRUE);
		}
		if (ps_r2_ls_flags_ext.test(R2FLAGEXT_WIREFRAME))
			C.R().SetRS(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
		C.r_dx10Texture		("s_tbump",		fnameA);
		C.r_dx10Texture		("s_tbumpX",		fnameB);	// should be before base bump
		if (bHasDetailBump)
		{
			C.r_dx10Texture	("s_tdetailBumpX",	texDetailBumpX);
		}
	}
	else
#	endif
		C.r_Pass		(vs,ps,	FALSE);
	//C.r_Sampler		("s_base",		C.L_textures[0],	false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	//C.r_Sampler		("s_bumpX",		fnameB,				false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);	// should be before base bump
	//C.r_Sampler		("s_bump",		fnameA,				false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	//C.r_Sampler		("s_bumpD",		dt,					false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	//C.r_Sampler		("s_detail",	dt,					false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	C.r_dx10Texture		("s_base",		C.L_textures[0]);
	C.r_dx10Texture		("s_bumpX",		fnameB);	// should be before base bump
	C.r_dx10Texture		("s_bump",		fnameA);
	C.r_dx10Texture		("s_bumpD",		dt);
	C.r_dx10Texture		("s_detail",	dt);
	if (bHasDetailBump)
	{
		C.r_dx10Texture	("s_detailBump",	texDetailBump);
		C.r_dx10Texture	("s_detailBumpX",	texDetailBumpX);
	}
	C.r_dx10Sampler		("smp_base");
	if (lmap)
	{
		//C.r_Sampler("s_hemi",	C.L_textures[2],	false,	D3DTADDRESS_CLAMP,	D3DTEXF_LINEAR,		D3DTEXF_NONE,	D3DTEXF_LINEAR);
		C.r_dx10Texture	("s_hemi",	C.L_textures[2]);
		C.r_dx10Sampler	("smp_rtlinear");
	}
#else	//	USE_DX10
	C.r_Pass		(vs,ps,	FALSE);
	VERIFY(C.L_textures[0].size());
	if(bump)
	{
		VERIFY2(xr_strlen(fnameB), C.L_textures[0].c_str());
		VERIFY2(xr_strlen(fnameA), C.L_textures[0].c_str());
	}
	if(bHasDetailBump)
	{
		VERIFY2(xr_strlen(texDetailBump), C.L_textures[0].c_str());
		VERIFY2(xr_strlen(texDetailBumpX), C.L_textures[0].c_str());
	}
	C.r_Sampler		("s_base",		C.L_textures[0],	false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	C.r_Sampler		("s_bumpX",		fnameB,				false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);	// should be before base bump
	C.r_Sampler		("s_bump",		fnameA,				false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	C.r_Sampler		("s_bumpD",		dt,					false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	C.r_Sampler		("s_detail",	dt,					false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	if (bHasDetailBump)
	{
		C.r_Sampler		("s_detailBump", texDetailBump,	false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
		C.r_Sampler		("s_detailBumpX",texDetailBumpX,false,	D3DTADDRESS_WRAP,	D3DTEXF_ANISOTROPIC,D3DTEXF_LINEAR,	D3DTEXF_ANISOTROPIC);
	}
	if (lmap)C.r_Sampler("s_hemi",	C.L_textures[2],	false,	D3DTADDRESS_CLAMP,	D3DTEXF_LINEAR,		D3DTEXF_NONE,	D3DTEXF_LINEAR);
#endif	//	USE_DX10

	if (!DO_NOT_FINISH)		C.r_End	();
}
Example #14
0
//////////////////////////////////////////////////////////////////////////
// R1
//////////////////////////////////////////////////////////////////////////
void	CBlender_LmEbB::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	if (C.bEditor)	{
		C.PassBegin		();
		{
			C.PassSET_ZB		(TRUE,TRUE);
			C.PassSET_Blend_SET	();
			C.PassSET_LightFog	(TRUE,TRUE);
			
			// Stage1 - Env texture
			C.StageBegin		();
			C.StageSET_Address	(D3DTADDRESS_CLAMP);
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_DIFFUSE);
			C.StageSET_TMC		(oT2_Name, oT2_xform, "$null", 0);
			C.StageEnd			();
			
			// Stage2 - Base texture
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_BLENDTEXTUREALPHA,	D3DTA_CURRENT);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_CURRENT);
			C.StageSET_TMC		(oT_Name, oT_xform, "$null", 0);
			C.StageEnd			();

			// Stage3 - Lighting - should work on all 2tex hardware
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_DIFFUSE,	  D3DTOP_MODULATE,			D3DTA_CURRENT);
			C.StageSET_Alpha	(D3DTA_DIFFUSE,	  D3DTOP_SELECTARG2,		D3DTA_CURRENT);
			C.Stage_Texture		("$null"	);
			C.Stage_Matrix		("$null",	0);
			C.Stage_Constant	("$null"	);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		if (C.L_textures.size()<2)	Debug.fatal	(DEBUG_INFO,"Not enought textures for shader, base tex: %s",*C.L_textures[0]);
		switch (C.iElement)
		{
		case SE_R1_NORMAL_HQ:
		case SE_R1_NORMAL_LQ:
			// Level view
			/*
			if (C.bDetail_Diffuse)
			{
				if (oBlend.value)	C.r_Pass	("lmapE_dt","lmapE_dt",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA,TRUE,0);
				else				C.r_Pass	("lmapE_dt","lmapE_dt",TRUE);
				C.r_Sampler	("s_base",	C.L_textures[0]);
				C.r_Sampler	("s_lmap",	C.L_textures[1]);
				C.r_Sampler	("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
				C.r_Sampler	("s_detail",C.detail_texture);
				C.r_End		();
			} else
			{
			*/
			if (oBlend.value)	C.r_Pass	("lmapE","lmapE",TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);
			else				C.r_Pass	("lmapE","lmapE",TRUE);
			C.r_Sampler		("s_base",	C.L_textures[0]);
			C.r_Sampler		("s_lmap",	C.L_textures[1]);
			C.r_Sampler_clf	("s_hemi",	*C.L_textures[2]);
			C.r_Sampler		("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
			C.r_End			();
			// }
			break;
		case SE_R1_LPOINT:
			C.r_Pass		("lmap_point","add_point",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
			C.r_Sampler		("s_base",	C.L_textures[0]		);
			C.r_Sampler_clf	("s_lmap",	TEX_POINT_ATT		);
			C.r_Sampler_clf	("s_att",	TEX_POINT_ATT		);
			C.r_End			();
			break;
		case SE_R1_LSPOT:
			C.r_Pass		("lmap_spot","add_spot",FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE,D3DBLEND_ONE,TRUE);
			C.r_Sampler		("s_base",	C.L_textures[0]);
			C.r_Sampler_clf	("s_lmap",	"internal\\internal_light_att",		true);
			C.r_Sampler_clf	("s_att",	TEX_SPOT_ATT		);
			C.r_End			();
			break;
		case SE_R1_LMODELS:
			// Lighting only, not use alpha-channel
			C.r_Pass		("lmap_l","lmap_l",FALSE);
			C.r_Sampler		("s_base",C.L_textures[0]);
			C.r_Sampler		("s_lmap",C.L_textures[1]);
			C.r_Sampler_clf	("s_hemi",*C.L_textures[2]);
			C.r_End			();
			break;
		}
	}
}
Example #15
0
void	CBlender_Model_EbB::Compile(CBlender_Compile& C)
{
	IBlender::Compile		(C);
	if (C.bEditor)	{
		C.PassBegin		();
		{
			if (oBlend.value)	{ C.PassSET_ZB		(TRUE,FALSE);	C.PassSET_Blend_BLEND	(); }
			else				{ C.PassSET_ZB		(TRUE,TRUE);	C.PassSET_Blend_SET		(); }
			C.PassSET_LightFog	(TRUE,TRUE);
			
			// Stage1 - Env texture
			C.StageBegin		();
			C.StageSET_Address	(D3DTADDRESS_CLAMP);
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_DIFFUSE);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_DIFFUSE);
			C.StageSET_TMC		(oT2_Name, oT2_xform, "$null", 0);
			C.StageEnd			();
			
			// Stage2 - Base texture
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_TEXTURE,	  D3DTOP_BLENDTEXTUREALPHA,	D3DTA_CURRENT);
			C.StageSET_Alpha	(D3DTA_TEXTURE,	  D3DTOP_SELECTARG1,		D3DTA_CURRENT);
			C.StageSET_TMC		(oT_Name, oT_xform, "$null", 0);
			C.StageEnd			();

			// Stage3 - Lighting - should work on all 2tex hardware
			C.StageBegin		();
			C.StageSET_Color	(D3DTA_DIFFUSE,	  D3DTOP_MODULATE,			D3DTA_CURRENT);
			C.StageSET_Alpha	(D3DTA_DIFFUSE,	  D3DTOP_SELECTARG2,		D3DTA_CURRENT);
			C.Stage_Texture		("$null"	);
			C.Stage_Matrix		("$null",	0);
			C.Stage_Constant	("$null"	);
			C.StageEnd			();
		}
		C.PassEnd			();
	} else {
		LPCSTR	vsname			= 0;
		LPCSTR	psname			= 0;
		switch (C.iElement)
		{
		case SE_R1_NORMAL_HQ:	
			vsname = psname =	"model_env_hq"; 
			if (oBlend.value)	C.r_Pass	(vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);
			else				C.r_Pass	(vsname,psname,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler			("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
			C.r_Sampler_clf		("s_lmap",	"$user$projector",true);
			C.r_End				();
			break;
		case SE_R1_NORMAL_LQ:
			vsname = psname =	"model_env_lq"; 
			if (oBlend.value)	C.r_Pass	(vsname,psname,TRUE,TRUE,FALSE,TRUE,D3DBLEND_SRCALPHA,	D3DBLEND_INVSRCALPHA,	TRUE,0);
			else				C.r_Pass	(vsname,psname,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler			("s_env",	oT2_Name,false,D3DTADDRESS_CLAMP);
			C.r_End				();
			break;
		case SE_R1_LPOINT:
			vsname				= "model_def_point";
			psname				= "add_point";
			C.r_Pass			(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	TEX_POINT_ATT);
			C.r_Sampler_clf		("s_att",	TEX_POINT_ATT);
			C.r_End				();
			break;
		case SE_R1_LSPOT:
			vsname				= "model_def_spot";
			psname				= "add_spot";
			C.r_Pass			(vsname,psname,FALSE,TRUE,FALSE,TRUE,D3DBLEND_ONE, D3DBLEND_ONE,TRUE);
			C.r_Sampler			("s_base",	C.L_textures[0]);
			C.r_Sampler_clf		("s_lmap",	"internal\\internal_light_att",		true);
			C.r_Sampler_clf		("s_att",	TEX_SPOT_ATT);
			C.r_End				();
			break;
		case SE_R1_LMODELS:
			vsname				= "model_def_shadow";
			psname				= "model_shadow";
			C.r_Pass			(vsname,psname,FALSE,FALSE,FALSE,TRUE,D3DBLEND_ZERO,D3DBLEND_SRCCOLOR,FALSE,0);
			C.r_End				();
			break;
		}
	}
}