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978 lines
38 KiB
C++
978 lines
38 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "skin_dx9_helper.h"
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#include "convar.h"
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#include "cpp_shader_constant_register_map.h"
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#include "skin_vs20.inc"
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#include "skin_ps20b.inc"
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#include "commandbuilder.h"
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#ifndef _X360
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#include "skin_vs30.inc"
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#include "skin_ps30.inc"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
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static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
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static ConVar r_rimlight( "r_rimlight", "1", FCVAR_CHEAT );
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// Textures may be bound to the following samplers:
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// SHADER_SAMPLER0 Base (Albedo) / Gloss in alpha
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// SHADER_SAMPLER1 Specular warp (including iridescence)
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// SHADER_SAMPLER2 Diffuse Lighting warp texture
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// SHADER_SAMPLER3 Normal Map
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// SHADER_SAMPLER4 Flashlight Shadow Depth Map
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// SHADER_SAMPLER5 Normalization cube map
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// SHADER_SAMPLER6 Flashlight Cookie
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// SHADER_SAMPLER7 Specular exponent
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// SHADER_SAMPLER8 Cubic environment map
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// SHADER_SAMPLER9 Compressed wrinklemap
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// SHADER_SAMPLER10 Stretched wrinklemap
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// SHADER_SAMPLER11 Compressed wrinkle normal map
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// SHADER_SAMPLER12 Stretched wrinkle normal map
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// SHADER_SAMPLER13 Detail texture
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//-----------------------------------------------------------------------------
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// Initialize shader parameters
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//-----------------------------------------------------------------------------
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void InitParamsSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitGeneric_DX9_Vars_t &info )
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{
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
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Assert( info.m_nFlashlightTexture >= 0 );
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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}
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// Write over $basetexture with $info.m_nBumpmap if we are going to be using diffuse normal mapping.
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if( info.m_nAlbedo != -1 && g_pConfig->UseBumpmapping() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
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params[info.m_nBaseTexture]->IsDefined() )
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{
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params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
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}
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// This shader can be used with hw skinning
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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// No texture means no env mask in base alpha
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if ( !params[info.m_nBaseTexture]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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// Lots of reasons to want tangent space, since we bind a flat normal map in many cases where we don't have a bump map
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bool bBump = (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined();
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bool bEnvMap = (info.m_nEnvmap != -1) && params[info.m_nEnvmap]->IsDefined();
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bool bDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined();
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bool bPhong = (info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined();
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if( bBump || bEnvMap || bDiffuseWarp || bPhong )
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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}
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else
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{
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CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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}
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if ( ( info.m_nSelfIllumFresnel != -1 ) && ( !params[info.m_nSelfIllumFresnel]->IsDefined() ) )
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{
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params[info.m_nSelfIllumFresnel]->SetIntValue( 0 );
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}
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if ( ( info.m_nSelfIllumFresnelMinMaxExp != -1 ) && ( !params[info.m_nSelfIllumFresnelMinMaxExp]->IsDefined() ) )
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{
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params[info.m_nSelfIllumFresnelMinMaxExp]->SetVecValue( 0.0f, 1.0f, 1.0f );
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}
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if ( ( info.m_nBaseMapAlphaPhongMask != -1 ) && ( !params[info.m_nBaseMapAlphaPhongMask]->IsDefined() ) )
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{
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params[info.m_nBaseMapAlphaPhongMask]->SetIntValue( 0 );
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}
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if ( ( info.m_nEnvmapFresnel != -1 ) && ( !params[info.m_nEnvmapFresnel]->IsDefined() ) )
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{
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params[info.m_nEnvmapFresnel]->SetFloatValue( 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Initialize shader
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//-----------------------------------------------------------------------------
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void InitSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitGeneric_DX9_Vars_t &info )
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{
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Assert( info.m_nFlashlightTexture >= 0 );
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pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
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bool bIsBaseTextureTranslucent = false;
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if ( params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
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{
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bIsBaseTextureTranslucent = true;
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}
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if ( ( info.m_nWrinkle != -1 ) && ( info.m_nStretch != -1 ) &&
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params[info.m_nWrinkle]->IsDefined() && params[info.m_nStretch]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nWrinkle, TEXTUREFLAGS_SRGB );
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pShader->LoadTexture( info.m_nStretch, TEXTUREFLAGS_SRGB );
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}
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}
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bool bHasSelfIllumMask = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsDefined();
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// No alpha channel in any of the textures? No self illum or envmapmask
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if ( !bIsBaseTextureTranslucent )
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{
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bool bHasSelfIllumFresnel = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
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// Can still be self illum with no base alpha if using one of these alternate modes
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if ( !bHasSelfIllumFresnel && !bHasSelfIllumMask )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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}
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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if ( (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsDefined() &&
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(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nPhongExponentTexture );
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}
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if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() &&
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(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nDiffuseWarpTexture );
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}
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if ( (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsDefined() &&
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(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nPhongWarpTexture );
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}
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if ( info.m_nDetail != -1 && params[info.m_nDetail]->IsDefined() )
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{
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int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
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if ( nDetailBlendMode == 0 ) // Mod2X
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pShader->LoadTexture( info.m_nDetail );
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else
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pShader->LoadTexture( info.m_nDetail, TEXTUREFLAGS_SRGB );
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}
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if ( g_pConfig->UseBumpmapping() )
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{
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
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{
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pShader->LoadBumpMap( info.m_nBumpmap );
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SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
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if ( ( info.m_nNormalWrinkle != -1 ) && ( info.m_nNormalStretch != -1 ) &&
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params[info.m_nNormalWrinkle]->IsDefined() && params[info.m_nNormalStretch]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nNormalWrinkle );
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pShader->LoadTexture( info.m_nNormalStretch );
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}
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}
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}
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if ( params[info.m_nEnvmap]->IsDefined() )
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{
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pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
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}
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if ( bHasSelfIllumMask )
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{
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pShader->LoadTexture( info.m_nSelfIllumMask );
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}
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}
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class CSkin_DX9_Context : public CBasePerMaterialContextData
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{
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public:
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CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
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bool m_bFastPath;
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};
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//-----------------------------------------------------------------------------
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// Draws the shader
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//-----------------------------------------------------------------------------
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void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
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bool bHasFlashlight, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
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CBasePerMaterialContextData **pContextDataPtr )
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{
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bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
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bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
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bool bHasBaseTextureWrinkle = bHasBaseTexture &&
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(info.m_nWrinkle != -1) && params[info.m_nWrinkle]->IsTexture() &&
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(info.m_nStretch != -1) && params[info.m_nStretch]->IsTexture();
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bool bHasBumpWrinkle = bHasBump &&
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(info.m_nNormalWrinkle != -1) && params[info.m_nNormalWrinkle]->IsTexture() &&
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(info.m_nNormalStretch != -1) && params[info.m_nNormalStretch]->IsTexture();
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bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
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bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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bool bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0;
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bool bHasSelfIllumFresnel = ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
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bool bHasSelfIllumMask = ( bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture();
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// Tie these to specular
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bool bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 );
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bool bHasSpecularExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture();
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bool bHasPhongTintMap = bHasSpecularExponentTexture && (info.m_nPhongAlbedoTint != -1) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 );
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bool bHasDiffuseWarp = (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
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bool bHasPhongWarp = (info.m_nPhongWarpTexture != -1) && params[info.m_nPhongWarpTexture]->IsTexture();
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bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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#if !defined( _X360 )
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bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
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#endif
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// Rimlight must be set to non-zero to trigger rim light combo (also requires Phong)
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bool bHasRimLight = r_rimlight.GetBool() && bHasPhong && (info.m_nRimLight != -1) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
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bool bHasRimMaskMap = bHasSpecularExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
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float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue();
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bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture();
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int nDetailBlendMode = ( hasDetailTexture && info.m_nDetailTextureCombineMode != -1 ) ? params[info.m_nDetailTextureCombineMode]->GetIntValue() : 0;
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bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params ) && !bHasSelfIllum; // Pixel shader can't do both BLENDTINTBYBASEALPHA and SELFILLUM, so let selfillum win
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float flTintReplacementAmount = GetFloatParam( info.m_nTintReplacesBaseColor, params );
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BlendType_t nBlendType= pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true );
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bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use
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CSkin_DX9_Context *pContextData = reinterpret_cast< CSkin_DX9_Context *> ( *pContextDataPtr );
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if ( ! pContextData )
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{
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pContextData = new CSkin_DX9_Context;
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*pContextDataPtr = pContextData;
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}
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if( pShader->IsSnapshotting() )
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{
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// look at color and alphamod stuff.
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// Unlit generic never uses the flashlight
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bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture();
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bool bHasNormal = params[info.m_nBumpmap]->IsTexture();
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bool bCanUseBaseAlphaPhongMaskFastPath = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );
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if ( ! ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) )
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bCanUseBaseAlphaPhongMaskFastPath = true;
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pContextData->m_bFastPath =
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(! bHasBump ) &&
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(! bHasSpecularExponentTexture ) &&
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(! bHasPhongTintMap ) &&
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(! bHasPhongWarp ) &&
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(! bHasRimLight ) &&
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(! hasDetailTexture ) &&
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bCanUseBaseAlphaPhongMaskFastPath &&
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(! bHasSelfIllum ) &&
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(! bBlendTintByBaseAlpha );
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// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
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}
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int nShadowFilterMode = 0;
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if( bHasFlashlight )
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
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}
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if( bIsAlphaTested )
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{
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// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
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// be the same on both the regular pass and the flashlight pass.
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pShaderShadow->EnableAlphaTest( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
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}
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pShaderShadow->EnableBlending( true );
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pShaderShadow->EnableDepthWrites( false );
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// Be sure not to write to dest alpha
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pShaderShadow->EnableAlphaWrites( false );
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nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
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}
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else // not flashlight pass
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
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}
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if ( bHasEnvmap )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Cubic environment map
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true );
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}
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}
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}
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unsigned int flags = VERTEX_POSITION;
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if( bHasNormal )
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{
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flags |= VERTEX_NORMAL;
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}
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int userDataSize = 0;
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// Always enable...will bind white if nothing specified...
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Base (albedo) compression map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Base (albedo) expansion map
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, true );
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}
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if( bHasDiffuseWarp )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Diffuse warp texture
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}
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if( bHasPhongWarp )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Specular warp texture
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}
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// Specular exponent map or dummy
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Specular exponent map
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if( bHasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
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pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
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pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
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userDataSize = 4; // tangent S
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}
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// Always enable, since flat normal will be bound
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
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userDataSize = 4; // tangent S
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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();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the shader
|
|
//-----------------------------------------------------------------------------
|
|
extern ConVar r_flashlight_version2;
|
|
void DrawSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
|
|
VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
|
|
CBasePerMaterialContextData **pContextDataPtr )
|
|
|
|
{
|
|
bool bHasFlashlight = pShader->UsingFlashlight( params );
|
|
if ( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
|
|
{
|
|
DrawSkin_DX9_Internal( pShader, params, pShaderAPI,
|
|
pShaderShadow, false, info, vertexCompression, pContextDataPtr++ );
|
|
if ( pShaderShadow )
|
|
{
|
|
pShader->SetInitialShadowState( );
|
|
}
|
|
}
|
|
DrawSkin_DX9_Internal( pShader, params, pShaderAPI,
|
|
pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
|
|
}
|