END_SHADER_PARAMS SHADER_INIT_PARAMS() { // default to 'MODEL' mode... if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL )) SET_FLAGS( MATERIAL_VAR_MODEL ); }
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info ) { // Override vertex fog via the global setting if it isn't enabled/disabled in the material file. if ( !IS_FLAG_DEFINED( MATERIAL_VAR_VERTEXFOG ) && mat_force_vertexfog.GetBool() ) { SET_FLAGS( MATERIAL_VAR_VERTEXFOG ); } params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() ); // Write over $basetexture with $albedo if we are going to be using diffuse normal mapping. if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() && !( params[info.m_nNoDiffuseBumpLighting]->IsDefined() && params[info.m_nNoDiffuseBumpLighting]->GetIntValue() ) ) { params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() ); } if( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() ) { if( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 ) { Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName ); params[info.m_nEnvmap]->SetUndefined(); } } if ( (mat_disable_lightwarp.GetBool() ) && (info.m_nLightWarpTexture != -1) ) { params[info.m_nLightWarpTexture]->SetUndefined(); } if ( (mat_disable_fancy_blending.GetBool() ) && (info.m_nBlendModulateTexture != -1) ) { params[info.m_nBlendModulateTexture]->SetUndefined(); } if( !params[info.m_nEnvmapTint]->IsDefined() ) params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() ) params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 ); if( !params[info.m_nSelfIllumTint]->IsDefined() ) params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[info.m_nDetailScale]->IsDefined() ) params[info.m_nDetailScale]->SetFloatValue( 4.0f ); if ( !params[info.m_nDetailTint]->IsDefined() ) params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f ); InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 ); InitIntParam( info.m_nDetailTextureCombineMode, params, 0 ); if( !params[info.m_nFresnelReflection]->IsDefined() ) params[info.m_nFresnelReflection]->SetFloatValue( 1.0f ); if( !params[info.m_nEnvmapMaskFrame]->IsDefined() ) params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 ); if( !params[info.m_nEnvmapFrame]->IsDefined() ) params[info.m_nEnvmapFrame]->SetIntValue( 0 ); if( !params[info.m_nBumpFrame]->IsDefined() ) params[info.m_nBumpFrame]->SetIntValue( 0 ); if( !params[info.m_nDetailFrame]->IsDefined() ) params[info.m_nDetailFrame]->SetIntValue( 0 ); if( !params[info.m_nEnvmapContrast]->IsDefined() ) params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f ); if( !params[info.m_nEnvmapSaturation]->IsDefined() ) params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f ); InitFloatParam( info.m_nAlphaTestReference, params, 0.0f ); // No texture means no self-illum or env mask in base alpha if ( !params[info.m_nBaseTexture]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } if( params[info.m_nBumpmap]->IsDefined() ) { params[info.m_nEnvmapMask]->SetUndefined(); } // If in decal mode, no debug override... if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0) ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); } // If mat_specular 0, then get rid of envmap if( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() ) { params[info.m_nEnvmap]->SetUndefined(); } if( !params[info.m_nBaseTextureNoEnvmap]->IsDefined() ) { params[info.m_nBaseTextureNoEnvmap]->SetIntValue( 0 ); } if( !params[info.m_nBaseTexture2NoEnvmap]->IsDefined() ) { params[info.m_nBaseTexture2NoEnvmap]->SetIntValue( 0 ); } if( ( info.m_nSelfShadowedBumpFlag != -1 ) && ( !params[info.m_nSelfShadowedBumpFlag]->IsDefined() ) ) { params[info.m_nSelfShadowedBumpFlag]->SetIntValue( 0 ); } // handle line art parms InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 ); InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 ); InitFloatParam( info.m_nOutlineAlpha, params, 1.0 ); // parallax mapping InitFloatParam( info.m_nHeightScale, params, 0.1 ); // srgb read 360 InitIntParam( info.m_nShaderSrgbRead360, params, 0 ); InitFloatParam( info.m_nEnvMapLightScale, params, 0.0f ); SET_PARAM_STRING_IF_NOT_DEFINED( info.m_nFoW, "_rt_fog_of_war" ); if ( g_pConfig->m_bPaintInGame ) { if( info.m_nPaintSplatNormal != -1 ) { if( !params[info.m_nPaintSplatNormal]->IsDefined() ) { params[info.m_nPaintSplatNormal]->SetStringValue( "paint/splatnormal_default" ); } } if( info.m_nPaintSplatEnvMap != -1 ) { if( !params[info.m_nPaintSplatEnvMap]->IsDefined() ) { if( params[info.m_nEnvmap]->IsDefined() ) { params[info.m_nPaintSplatEnvMap]->SetStringValue( params[info.m_nEnvmap]->GetStringValue() ); } else { params[info.m_nPaintSplatEnvMap]->SetStringValue( "env_cubemap" ); } } } } else { if( info.m_nPaintSplatNormal != -1 ) { params[info.m_nPaintSplatNormal]->SetUndefined(); } if( info.m_nPaintSplatEnvMap != -1 ) { params[info.m_nPaintSplatEnvMap]->SetUndefined(); } } }
END_SHADER_PARAMS SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); // We don't want no stinking bump mapping on models in dx8. // Wait a minute! We want specular bump. .need to make that work by itself. // params[BUMPMAP]->SetUndefined(); // if( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) ) // { // CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ); // params[ENVMAP]->SetUndefined(); // } // default to 'MODEL' mode... if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL )) SET_FLAGS( MATERIAL_VAR_MODEL ); if( !params[ENVMAPMASKSCALE]->IsDefined() ) params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); if( !params[ENVMAPMASKFRAME]->IsDefined() ) params[ENVMAPMASKFRAME]->SetIntValue( 0 ); if( !params[ENVMAPTINT]->IsDefined() ) params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[SELFILLUMTINT]->IsDefined() ) params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[DETAILSCALE]->IsDefined() ) params[DETAILSCALE]->SetFloatValue( 4.0f ); if( !params[ENVMAPCONTRAST]->IsDefined() ) params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); if( !params[ENVMAPSATURATION]->IsDefined() ) params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); if( !params[ENVMAPFRAME]->IsDefined() ) params[ENVMAPFRAME]->SetIntValue( 0 ); if( !params[BUMPFRAME]->IsDefined() ) params[BUMPFRAME]->SetIntValue( 0 ); // No texture means no self-illum or env mask in base alpha if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } // If in decal mode, no debug override... if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); } // Force software skinning if the file says so if (!IS_FLAG_SET(MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING)) { #ifdef DIFFUSE_BUMP_ON_DX8 // Software skin if diffuse bump mapping is used at all. if( g_pConfig->bBumpmap && ( ( params[BASETEXTURE]->IsDefined() && params[BUMPMAP]->IsDefined() ) || ( params[BUMPMAP]->IsDefined() && !params[ENVMAP]->IsDefined() ) ) ) { SET_FLAGS( MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING ); } #endif } if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); } SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); if( !params[DETAIL]->IsDefined() && !params[BUMPMAP]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_TEXKILL ); } // Get rid of the envmap if it's optional for this dx level. if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() ) { params[ENVMAP]->SetUndefined(); } // If mat_specular 0, then get rid of envmap if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) { params[ENVMAP]->SetUndefined(); } }