void DrawPassComposite( const defParms_composite &info, CBaseVSShader *pShader, IMaterialVar **params,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
	VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext )
{
	const bool bModel = info.bModel;
	const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
	const bool bFastVTex = g_pHardwareConfig->HasFastVertexTextures();

	const bool bAlbedo = PARM_TEX( info.iAlbedo );
	const bool bAlbedo2 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo2 );
	const bool bAlbedo3 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo3 );
	const bool bAlbedo4 = !bModel && bAlbedo && PARM_TEX( info.iAlbedo4 );

	const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo;
	const bool bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) && bAlbedo && !bAlphatest;

	const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );

	const bool bUseSRGB = DEFCFG_USE_SRGB_CONVERSION != 0;
	const bool bPhongFresnel = PARM_SET( info.iPhongFresnel );

	const bool bEnvmap = PARM_TEX( info.iEnvmap );
	const bool bEnvmapMask = bEnvmap && PARM_TEX( info.iEnvmapMask );
	const bool bEnvmapMask2 = bEnvmapMask && PARM_TEX( info.iEnvmapMask2 );
	const bool bEnvmapFresnel = bEnvmap && PARM_SET( info.iEnvmapFresnel );

	const bool bRimLight = PARM_SET( info.iRimlightEnable );
	const bool bRimLightModLight = bRimLight && PARM_SET( info.iRimlightModLight );
	const bool bBlendmodulate = bAlbedo2 && PARM_TEX( info.iBlendmodulate );
	const bool bBlendmodulate2 = bBlendmodulate && PARM_TEX( info.iBlendmodulate2 );
	const bool bBlendmodulate3 = bBlendmodulate && PARM_TEX( info.iBlendmodulate3 );

	const bool bSelfIllum = !bAlbedo2 && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
	const bool bSelfIllumMaskInEnvmapMask = bSelfIllum && bEnvmapMask && PARM_SET( info.iSelfIllumMaskInEnvmapAlpha );
	const bool bSelfIllumMask = bSelfIllum && !bSelfIllumMaskInEnvmapMask && !bEnvmapMask && PARM_TEX( info.iSelfIllumMask );

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

	const bool bNeedsFresnel = bPhongFresnel || bEnvmapFresnel;
	const bool bGBufferNormal = bEnvmap || bRimLight || bNeedsFresnel;
	const bool bWorldEyeVec = bGBufferNormal;


	AssertMsgOnce( !(bTranslucent || bAlphatest) || !bAlbedo2,
		"blended albedo not supported by gbuffer pass!" );

	AssertMsgOnce( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) == false,
		"Normal map sampling should stay out of composition pass." );

	AssertMsgOnce( !PARM_TEX( info.iSelfIllumMask ) || !bEnvmapMask,
		"Can't use separate selfillum mask with envmap mask - use SELFILLUM_ENVMAPMASK_ALPHA instead." );

	AssertMsgOnce( PARM_SET( info.iMultiblend ) == bMultiBlend,
		"Multiblend forced off due to invalid usage! May cause vertexformat mis-matches between passes." );


	SHADOW_STATE
	{
		pShaderShadow->SetDefaultState();
		pShaderShadow->EnableSRGBWrite( bUseSRGB );

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

		int iVFmtFlags = VERTEX_POSITION;
		int iUserDataSize = 0;

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

		if ( bModel )
		{
			iVFmtFlags |= VERTEX_NORMAL;
			iVFmtFlags |= VERTEX_FORMAT_COMPRESSED;
		}
		else
		{
			if ( bAlbedo2 )
				iVFmtFlags |= VERTEX_COLOR;
		}

		pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, bUseSRGB );

		if ( bGBufferNormal )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
		}

		if ( bTranslucent )
		{
			pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
		}

		pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
		pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );

		if ( bEnvmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );

			if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, true );

			if ( bEnvmapMask )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );

				if ( bAlbedo2 )
					pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			}
		}
		else if ( bSelfIllumMask )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
		}

		if ( bAlbedo2 )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER5, bUseSRGB );

			if ( bBlendmodulate )
				pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
		}

		if ( bMultiBlend )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, bUseSRGB );

			if ( bAlbedo4 )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
				pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, bUseSRGB );
			}

			if ( bBlendmodulate )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
			}
		}

		pShaderShadow->EnableAlphaWrites( false );
		pShaderShadow->EnableDepthWrites( !bTranslucent );

		pShader->DefaultFog();

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

		DECLARE_STATIC_VERTEX_SHADER( composite_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel );
		SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex );
		SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bModel && bIsDecal );
		SET_STATIC_VERTEX_SHADER_COMBO( EYEVEC, bWorldEyeVec );
		SET_STATIC_VERTEX_SHADER_COMBO( BASETEXTURE2, bAlbedo2 && !bMultiBlend );
		SET_STATIC_VERTEX_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_VERTEX_SHADER_COMBO( MULTIBLEND, bMultiBlend );
		SET_STATIC_VERTEX_SHADER( composite_vs30 );

		DECLARE_STATIC_PIXEL_SHADER( composite_ps30 );
		SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest );
		SET_STATIC_PIXEL_SHADER_COMBO( TRANSLUCENT, bTranslucent );
		SET_STATIC_PIXEL_SHADER_COMBO( READNORMAL, bGBufferNormal );
		SET_STATIC_PIXEL_SHADER_COMBO( NOCULL, bNoCull );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAP, bEnvmap );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bEnvmapMask );
		SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPFRESNEL, bEnvmapFresnel );
		SET_STATIC_PIXEL_SHADER_COMBO( PHONGFRESNEL, bPhongFresnel );
		SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bRimLight );
		SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHTMODULATELIGHT, bRimLightModLight );
		SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, bAlbedo2 && !bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_PIXEL_SHADER_COMBO( MULTIBLEND, bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bSelfIllum );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_MASK, bSelfIllumMask );
		SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAP_ALPHA, bSelfIllumMaskInEnvmapMask );
		SET_STATIC_PIXEL_SHADER( composite_ps30 );
	}
	DYNAMIC_STATE
	{
		Assert( pDeferredContext != NULL );

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

			if ( bAlphatest )
			{
				PARM_VALIDATE( info.iAlphatestRef );
				tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) );
			}

			if ( bAlbedo )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
			else
				tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );

			if ( bEnvmap )
			{
				if ( building_cubemaps.GetBool() )
					tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_BLACK );
				else
				{
					if ( PARM_TEX( info.iEnvmap ) && !bModel )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iEnvmap );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LOCAL_ENV_CUBEMAP );
				}

				if ( bEnvmapMask )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iEnvmapMask );

				if ( bAlbedo2 )
				{
					if ( bEnvmapMask2 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iEnvmapMask2 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
				}

				tmpBuf.SetPixelShaderConstant( 5, info.iEnvmapTint );

				float fl6[4] = { 0 };
				fl6[0] = PARM_FLOAT( info.iEnvmapSaturation );
				fl6[1] = PARM_FLOAT( info.iEnvmapContrast );
				tmpBuf.SetPixelShaderConstant( 6, fl6 );
			}

			if ( bNeedsFresnel )
			{
				tmpBuf.SetPixelShaderConstant( 7, info.iFresnelRanges );
			}

			if ( bRimLight )
			{
				float fl9[4] = { 0 };
				fl9[0] = PARM_FLOAT( info.iRimlightExponent );
				fl9[1] = PARM_FLOAT( info.iRimlightAlbedoScale );
				tmpBuf.SetPixelShaderConstant( 9, fl9 );
			}

			if ( bAlbedo2 )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER5, info.iAlbedo2 );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, info.iBlendmodulateTransform );
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER6, info.iBlendmodulate );
				}
			}

			if ( bMultiBlend )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iAlbedo3 );

				if ( bAlbedo4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER8, info.iAlbedo4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_WHITE );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.iBlendmodulateTransform2 );
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.iBlendmodulateTransform3 );

					if ( bBlendmodulate2 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER9, info.iBlendmodulate2 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_BLACK );

					if ( bBlendmodulate3 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER10, info.iBlendmodulate3 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_BLACK );
				}
			}

			if ( bSelfIllum && bSelfIllumMask )
			{
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iSelfIllumMask );
			}

			int x, y, w, t;
			pShaderAPI->GetCurrentViewport( x, y, w, t );
			float fl1[4] = { 1.0f / w, 1.0f / t, 0, 0 };

			tmpBuf.SetPixelShaderConstant( 1, fl1 );

			tmpBuf.SetPixelShaderFogParams( 2 );

			float fl4 = { PARM_FLOAT( info.iPhongScale ) };
			tmpBuf.SetPixelShaderConstant1( 4, fl4 );

			tmpBuf.End();

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

		pShaderAPI->SetDefaultState();

		if ( bModel && bFastVTex )
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
		
		DECLARE_DYNAMIC_VERTEX_SHADER( composite_vs30 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (bModel && (int)vertexCompression) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, (bModel && pShaderAPI->GetCurrentNumBones() > 0) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, (bModel && pShaderAPI->IsHWMorphingEnabled()) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER( composite_vs30 );

		DECLARE_DYNAMIC_PIXEL_SHADER( composite_ps30 );
		SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
		SET_DYNAMIC_PIXEL_SHADER( composite_ps30 );

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

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

		if ( bGBufferNormal )
			pShader->BindTexture( SHADER_SAMPLER1, GetDeferredExt()->GetTexture_Normals() );

		pShader->BindTexture( SHADER_SAMPLER2, GetDeferredExt()->GetTexture_LightAccum() );

		CommitBaseDeferredConstants_Origin( pShaderAPI, 3 );

		if ( bWorldEyeVec )
		{
			float vEyepos[4] = {0,0,0,0};
			pShaderAPI->GetWorldSpaceCameraPosition( vEyepos );
			pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vEyepos );
		}

		if ( bRimLight )
		{
			pShaderAPI->SetPixelShaderConstant( 8, params[ info.iRimlightTint ]->GetVecValue() );
		}

		if ( bSelfIllum )
		{
			pShaderAPI->SetPixelShaderConstant( 10, params[ info.iSelfIllumTint ]->GetVecValue() );
		}
	}

	pShader->Draw();
}
Esempio n. 2
0
void DrawPassShadowPass( const defParms_shadow &info, CBaseVSShader *pShader, IMaterialVar **params,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
	VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext )
{
	const bool bModel = info.bModel;
	const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
	const bool bFastVTex = g_pHardwareConfig->HasFastVertexTextures();
	const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );

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

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

	SHADOW_STATE
	{
		pShaderShadow->SetDefaultState();

		pShaderShadow->EnableSRGBWrite( false );

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

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

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

		if ( bModel )
		{
			iVFmtFlags |= VERTEX_FORMAT_COMPRESSED;
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

			tmpBuf.End();

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

		pShaderAPI->SetDefaultState();

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

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

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

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

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

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

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

	pShader->Draw();
}
void DrawPassGBuffer( const defParms_gBuffer &info, CBaseVSShader *pShader, IMaterialVar **params,
	IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI,
	VertexCompressionType_t vertexCompression, CDeferredPerMaterialContextData *pDeferredContext )
{
	const bool bDeferredShading = DEFCFG_DEFERRED_SHADING == 1;

	const bool bModel = info.bModel;
	const bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
	const bool bFastVTex = g_pHardwareConfig->HasFastVertexTextures();
	const bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );

	const bool bAlbedo = PARM_TEX( info.iAlbedo );
	const bool bAlbedo2 = bDeferredShading && PARM_TEX( info.iAlbedo2 );
	const bool bAlbedo3 = bDeferredShading && PARM_TEX( info.iAlbedo3 );
	const bool bAlbedo4 = bDeferredShading && PARM_TEX( info.iAlbedo4 );
	const bool bBumpmap = PARM_TEX( info.iBumpmap );
	const bool bBumpmap2 = bBumpmap && PARM_TEX( info.iBumpmap2 );
	const bool bBumpmap3 = bBumpmap && PARM_TEX( info.iBumpmap3 );
	const bool bBumpmap4 = bBumpmap && PARM_TEX( info.iBumpmap4 );
	const bool bPhongmap = PARM_TEX( info.iPhongmap );

	const bool bMultiBlend = PARM_SET( info.iMultiblend );
	const bool bMultiBlendBump = bMultiBlend && bBumpmap;

	const bool bBlendmodulate = ( bAlbedo2 || bBumpmap2 || bMultiBlendBump ) && PARM_TEX( info.iBlendmodulate );
	const bool bBlendmodulate2 = bBlendmodulate && PARM_TEX( info.iBlendmodulate2 );
	const bool bBlendmodulate3 = bBlendmodulate && PARM_TEX( info.iBlendmodulate3 );

	const bool bAlphatest = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) && bAlbedo;
	const bool bTranslucent = IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) && bAlbedo && bIsDecal;
	const bool bSSBump = bBumpmap && PARM_SET( info.iSSBump );

	Assert( !bIsDecal || bDeferredShading );
	Assert( !bTranslucent || bDeferredShading );

	SHADOW_STATE
	{
		pShaderShadow->SetDefaultState();

		pShaderShadow->EnableSRGBWrite( false );

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

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

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

		if ( bModel )
		{
			iVFmtFlags |= VERTEX_FORMAT_COMPRESSED;
		}
		else
		{
			if ( bBumpmap2 || bAlbedo2 )
				iVFmtFlags |= VERTEX_COLOR;
		}

		if ( bAlphatest || bDeferredShading )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
		}

		if ( bBumpmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );

			if ( bModel )
				iUserDataSize = 4;
			else
			{
				iVFmtFlags |= VERTEX_TANGENT_SPACE;
			}
		}

		if ( bPhongmap )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
			pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, false );
		}

		if ( bAlbedo2 || bBumpmap2 || bMultiBlendBump )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
			if ( bAlbedo2 )
				pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );

			if ( bBlendmodulate )
				pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
		}

		if ( bMultiBlendBump )
		{
			pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
			pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );

			if ( bDeferredShading )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER11, true );
			}

			if ( bBlendmodulate )
			{
				pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
				pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
			}
		}

		pShaderShadow->EnableAlphaWrites( true );

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

		if ( bTranslucent )
		{
			pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
		}

		DECLARE_STATIC_VERTEX_SHADER( gbuffer_vs30 );
		SET_STATIC_VERTEX_SHADER_COMBO( MODEL, bModel );
		SET_STATIC_VERTEX_SHADER_COMBO( MORPHING_VTEX, bModel && bFastVTex );
		SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, bBumpmap );
		SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP2, bBumpmap2 && !bMultiBlend );
		SET_STATIC_VERTEX_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_VERTEX_SHADER_COMBO( MULTIBLEND, bMultiBlendBump );
		SET_STATIC_VERTEX_SHADER( gbuffer_vs30 );

#if DEFCFG_DEFERRED_SHADING == 1
		DECLARE_STATIC_PIXEL_SHADER( gbuffer_defshading_ps30 );
#else
		DECLARE_STATIC_PIXEL_SHADER( gbuffer_ps30 );
		SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, bBumpmap2 && !bMultiBlend );
#endif
		SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bAlphatest );
		SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bBumpmap ? bSSBump ? 2 : 1 : 0 );
		SET_STATIC_PIXEL_SHADER_COMBO( NOCULL, bNoCull );
		SET_STATIC_PIXEL_SHADER_COMBO( PHONGMAP, bPhongmap );
		SET_STATIC_PIXEL_SHADER_COMBO( BLENDMODULATE, bBlendmodulate );
		SET_STATIC_PIXEL_SHADER_COMBO( MULTIBLEND, bMultiBlendBump );
#if DEFCFG_DEFERRED_SHADING == 1
		SET_STATIC_PIXEL_SHADER_COMBO( TWOTEXTURE, (bAlbedo2 || bBumpmap2) && !bMultiBlend );
		SET_STATIC_PIXEL_SHADER_COMBO( DECAL, bIsDecal );
		SET_STATIC_PIXEL_SHADER( gbuffer_defshading_ps30 );
#else
		SET_STATIC_PIXEL_SHADER( gbuffer_ps30 );
#endif
	}
	DYNAMIC_STATE
	{
		Assert( pDeferredContext != NULL );

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

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

				tmpBuf.SetPixelShaderConstant1( 0, PARM_FLOAT( info.iAlphatestRef ) );
			}

			if ( bAlphatest || bDeferredShading )
			{
				if ( bAlbedo )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER0, info.iAlbedo );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
			}

			if ( bBumpmap )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER1, info.iBumpmap );

			if ( bPhongmap )
				tmpBuf.BindTexture( pShader, SHADER_SAMPLER2, info.iPhongmap );
			else
			{
				float flPhongExp[2] = { 0 };
				flPhongExp[0] = clamp( PARM_FLOAT( info.iPhongExp ), 0, 1 ) * 63.0f;

				if ( bBumpmap2 || bAlbedo2 )
				{
					PARM_VALIDATE( info.iPhongExp2 );

					flPhongExp[1] = clamp( PARM_FLOAT( info.iPhongExp2 ), 0, 1 ) * 63.0f;
					tmpBuf.SetPixelShaderConstant2( 2, flPhongExp[0], flPhongExp[1] );
				}
				else
					tmpBuf.SetPixelShaderConstant1( 2, flPhongExp[0] );
			}

			if ( bAlbedo2 || bBumpmap2 || bMultiBlendBump )
			{
				if ( bBumpmap2 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER3, info.iBumpmap2 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );

				if ( bAlbedo2 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER9, info.iAlbedo2 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_GREY );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_3, info.iBlendmodulateTransform );
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER4, info.iBlendmodulate );
				}
			}

			if ( bMultiBlendBump )
			{
				if ( bBumpmap3 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER5, info.iBumpmap3 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT );

				if ( bBumpmap4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER6, info.iBumpmap4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER6, TEXTURE_NORMALMAP_FLAT );

				if ( bAlbedo3 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER10, info.iAlbedo3 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_GREY );

				if ( bAlbedo4 )
					tmpBuf.BindTexture( pShader, SHADER_SAMPLER11, info.iAlbedo4 );
				else
					tmpBuf.BindStandardTexture( SHADER_SAMPLER11, TEXTURE_GREY );

				if ( bBlendmodulate )
				{
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, info.iBlendmodulateTransform2 );
					tmpBuf.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, info.iBlendmodulateTransform3 );

					if ( bBlendmodulate2 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER7, info.iBlendmodulate2 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_BLACK );

					if ( bBlendmodulate3 )
						tmpBuf.BindTexture( pShader, SHADER_SAMPLER8, info.iBlendmodulate3 );
					else
						tmpBuf.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_BLACK );
				}
			}

			tmpBuf.SetPixelShaderConstant2( 1,
				IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ? 1.0f : 0.0f,
				PARM_SET( info.iLitface ) ? 1.0f : 0.0f );

			tmpBuf.End();

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

		pShaderAPI->SetDefaultState();

		if ( bModel && bFastVTex )
			pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
		
		DECLARE_DYNAMIC_VERTEX_SHADER( gbuffer_vs30 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (bModel && (int)vertexCompression) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, (bModel && pShaderAPI->GetCurrentNumBones() > 0) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, (bModel && pShaderAPI->IsHWMorphingEnabled()) ? 1 : 0 );
		SET_DYNAMIC_VERTEX_SHADER( gbuffer_vs30 );

#if DEFCFG_DEFERRED_SHADING == 1
		DECLARE_DYNAMIC_PIXEL_SHADER( gbuffer_defshading_ps30 );
		SET_DYNAMIC_PIXEL_SHADER( gbuffer_defshading_ps30 );
#else
		DECLARE_DYNAMIC_PIXEL_SHADER( gbuffer_ps30 );
		SET_DYNAMIC_PIXEL_SHADER( gbuffer_ps30 );
#endif

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

		float vPos[4] = {0,0,0,0};
		pShaderAPI->GetWorldSpaceCameraPosition( vPos );
		float zScale[4] = {GetDeferredExt()->GetZScale(),0,0,0};
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, vPos );
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, GetDeferredExt()->GetForwardBase() );
		pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, zScale );

		pShader->LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_AMBIENT_LIGHT );

		pShaderAPI->ExecuteCommandBuffer( pDeferredContext->GetCommands( CDeferredPerMaterialContextData::DEFSTAGE_GBUFFER ) );
	}

	pShader->Draw();
}