mirror of
https://github.com/nillerusr/source-engine.git
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2250 lines
74 KiB
C++
2250 lines
74 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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// This is what all vs/ps (dx8+) shaders inherit from.
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//===========================================================================//
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#if !defined(_STATIC_LINKED) || defined(STDSHADER_DX8_DLL_EXPORT) || defined(STDSHADER_DX9_DLL_EXPORT)
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "mathlib/bumpvects.h"
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#include "cpp_shader_constant_register_map.h"
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#include "convar.h"
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#ifndef GAME_SHADER_DLL
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#ifdef HDR
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#include "vertexlit_and_unlit_generic_hdr_ps20.inc"
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#include "vertexlit_and_unlit_generic_hdr_ps20b.inc"
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#endif
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#if SUPPORT_DX8
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#include "lightmappedgeneric_flashlight_vs11.inc"
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#include "flashlight_ps11.inc"
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#endif
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#ifdef STDSHADER_DX9_DLL_EXPORT
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#include "lightmappedgeneric_flashlight_vs20.inc"
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#endif
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#ifdef STDSHADER_DX9_DLL_EXPORT
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#include "flashlight_ps20.inc"
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#include "flashlight_ps20b.inc"
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#endif
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#include "unlitgeneric_vs11.inc"
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#include "VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14.inc"
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#include "VertexLitGeneric_EnvmappedBumpmap_NoLighting.inc"
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#include "vertexlitgeneric_flashlight_vs11.inc"
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#include "LightmappedGeneric_BaseTexture.inc"
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#include "LightmappedGeneric_BumpmappedLightmap_Base_ps14.inc"
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#include "LightmappedGeneric_BumpmappedLightmap_Blend_ps14.inc"
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#include "lightmappedgeneric_bumpmappedenvmap_ps14.inc"
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#include "lightmappedgeneric_bumpmappedenvmap.inc"
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#include "lightmappedgeneric_basetextureblend.inc"
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#include "lightmappedgeneric_bumpmappedlightmap.inc"
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#endif // GAME_SHADER_DLL
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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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// These functions are to be called from the shaders.
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//-----------------------------------------------------------------------------
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// Pixel and vertex shader constants....
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//-----------------------------------------------------------------------------
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void CBaseVSShader::SetPixelShaderConstant( int pixelReg, int constantVar, int constantVar2 )
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{
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Assert( !IsSnapshotting() );
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if ((!s_ppParams) || (constantVar == -1) || (constantVar2 == -1))
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return;
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IMaterialVar* pPixelVar = s_ppParams[constantVar];
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Assert( pPixelVar );
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IMaterialVar* pPixelVar2 = s_ppParams[constantVar2];
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Assert( pPixelVar2 );
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float val[4];
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if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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{
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pPixelVar->GetVecValue( val, 3 );
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}
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else
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{
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val[0] = val[1] = val[2] = pPixelVar->GetFloatValue();
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}
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val[3] = pPixelVar2->GetFloatValue();
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
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}
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void CBaseVSShader::SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar, int constantVar2 )
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{
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Assert( !IsSnapshotting() );
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if ((!s_ppParams) || (constantVar == -1) || (constantVar2 == -1))
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return;
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IMaterialVar* pPixelVar = s_ppParams[constantVar];
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Assert( pPixelVar );
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IMaterialVar* pPixelVar2 = s_ppParams[constantVar2];
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Assert( pPixelVar2 );
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float val[4];
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if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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{
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pPixelVar->GetVecValue( val, 3 );
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}
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else
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{
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val[0] = val[1] = val[2] = pPixelVar->GetFloatValue();
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}
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val[3] = pPixelVar2->GetFloatValue();
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val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
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val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
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val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
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}
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void CBaseVSShader::SetPixelShaderConstant_W( int pixelReg, int constantVar, float fWValue )
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{
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Assert( !IsSnapshotting() );
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if ((!s_ppParams) || (constantVar == -1))
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return;
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IMaterialVar* pPixelVar = s_ppParams[constantVar];
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Assert( pPixelVar );
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float val[4];
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if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pPixelVar->GetVecValue( val, 4 );
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else
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val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue();
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val[3]=fWValue;
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
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}
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void CBaseVSShader::SetPixelShaderConstant( int pixelReg, int constantVar )
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{
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Assert( !IsSnapshotting() );
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if ((!s_ppParams) || (constantVar == -1))
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return;
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IMaterialVar* pPixelVar = s_ppParams[constantVar];
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Assert( pPixelVar );
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float val[4];
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if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pPixelVar->GetVecValue( val, 4 );
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else
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val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue();
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
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}
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void CBaseVSShader::SetPixelShaderConstantGammaToLinear( int pixelReg, int constantVar )
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{
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Assert( !IsSnapshotting() );
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if ((!s_ppParams) || (constantVar == -1))
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return;
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IMaterialVar* pPixelVar = s_ppParams[constantVar];
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Assert( pPixelVar );
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float val[4];
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if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pPixelVar->GetVecValue( val, 4 );
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else
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val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue();
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val[0] = val[0] > 1.0f ? val[0] : GammaToLinear( val[0] );
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val[1] = val[1] > 1.0f ? val[1] : GammaToLinear( val[1] );
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val[2] = val[2] > 1.0f ? val[2] : GammaToLinear( val[2] );
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
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}
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void CBaseVSShader::SetVertexShaderConstantGammaToLinear( int var, float const* pVec, int numConst, bool bForce )
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{
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int i;
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for( i = 0; i < numConst; i++ )
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{
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float vec[4];
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vec[0] = pVec[i*4+0] > 1.0f ? pVec[i*4+0] : GammaToLinear( pVec[i*4+0] );
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vec[1] = pVec[i*4+1] > 1.0f ? pVec[i*4+1] : GammaToLinear( pVec[i*4+1] );
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vec[2] = pVec[i*4+2] > 1.0f ? pVec[i*4+2] : GammaToLinear( pVec[i*4+2] );
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vec[3] = pVec[i*4+3];
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s_pShaderAPI->SetVertexShaderConstant( var + i, vec, 1, bForce );
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}
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}
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void CBaseVSShader::SetPixelShaderConstantGammaToLinear( int var, float const* pVec, int numConst, bool bForce )
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{
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int i;
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for( i = 0; i < numConst; i++ )
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{
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float vec[4];
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vec[0] = pVec[i*4+0] > 1.0f ? pVec[i*4+0] : GammaToLinear( pVec[i*4+0] );
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vec[1] = pVec[i*4+1] > 1.0f ? pVec[i*4+1] : GammaToLinear( pVec[i*4+1] );
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vec[2] = pVec[i*4+2] > 1.0f ? pVec[i*4+2] : GammaToLinear( pVec[i*4+2] );
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vec[3] = pVec[i*4+3];
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s_pShaderAPI->SetPixelShaderConstant( var + i, vec, 1, bForce );
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}
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}
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// GR - special version with fix for const/lerp issue
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void CBaseVSShader::SetPixelShaderConstantFudge( int pixelReg, int constantVar )
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{
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Assert( !IsSnapshotting() );
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if ((!s_ppParams) || (constantVar == -1))
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return;
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IMaterialVar* pPixelVar = s_ppParams[constantVar];
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Assert( pPixelVar );
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float val[4];
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if (pPixelVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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{
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pPixelVar->GetVecValue( val, 4 );
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val[0] = val[0] * 0.992f + 0.0078f;
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val[1] = val[1] * 0.992f + 0.0078f;
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val[2] = val[2] * 0.992f + 0.0078f;
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val[3] = val[3] * 0.992f + 0.0078f;
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}
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else
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val[0] = val[1] = val[2] = val[3] = pPixelVar->GetFloatValue() * 0.992f + 0.0078f;
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, val );
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}
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void CBaseVSShader::SetVertexShaderConstant( int vertexReg, int constantVar )
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{
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Assert( !IsSnapshotting() );
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if ((!s_ppParams) || (constantVar == -1))
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return;
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IMaterialVar* pVertexVar = s_ppParams[constantVar];
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Assert( pVertexVar );
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float val[4];
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if (pVertexVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pVertexVar->GetVecValue( val, 4 );
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else
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val[0] = val[1] = val[2] = val[3] = pVertexVar->GetFloatValue();
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s_pShaderAPI->SetVertexShaderConstant( vertexReg, val );
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}
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//-----------------------------------------------------------------------------
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// Sets normalized light color for pixel shaders.
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//-----------------------------------------------------------------------------
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void CBaseVSShader::SetPixelShaderLightColors( int pixelReg )
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{
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int i;
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int maxLights = s_pShaderAPI->GetMaxLights();
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for( i = 0; i < maxLights; i++ )
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{
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const LightDesc_t & lightDesc = s_pShaderAPI->GetLight( i );
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if( lightDesc.m_Type != MATERIAL_LIGHT_DISABLE )
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{
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Vector color( lightDesc.m_Color[0], lightDesc.m_Color[1], lightDesc.m_Color[2] );
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VectorNormalize( color );
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float val[4] = { color[0], color[1], color[2], 1.0f };
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s_pShaderAPI->SetPixelShaderConstant( pixelReg + i, val, 1 );
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}
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else
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{
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float zero[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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s_pShaderAPI->SetPixelShaderConstant( pixelReg + i, zero, 1 );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Sets vertex shader texture transforms
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//-----------------------------------------------------------------------------
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void CBaseVSShader::SetVertexShaderTextureTranslation( int vertexReg, int translationVar )
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{
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float offset[2] = {0, 0};
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IMaterialVar* pTranslationVar = s_ppParams[translationVar];
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if (pTranslationVar)
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{
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if (pTranslationVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pTranslationVar->GetVecValue( offset, 2 );
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else
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offset[0] = offset[1] = pTranslationVar->GetFloatValue();
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}
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Vector4D translation[2];
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translation[0].Init( 1.0f, 0.0f, 0.0f, offset[0] );
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translation[1].Init( 0.0f, 1.0f, 0.0f, offset[1] );
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s_pShaderAPI->SetVertexShaderConstant( vertexReg, translation[0].Base(), 2 );
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}
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void CBaseVSShader::SetVertexShaderTextureScale( int vertexReg, int scaleVar )
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{
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float scale[2] = {1, 1};
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IMaterialVar* pScaleVar = s_ppParams[scaleVar];
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if (pScaleVar)
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{
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if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pScaleVar->GetVecValue( scale, 2 );
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else if (pScaleVar->IsDefined())
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scale[0] = scale[1] = pScaleVar->GetFloatValue();
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}
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Vector4D scaleMatrix[2];
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scaleMatrix[0].Init( scale[0], 0.0f, 0.0f, 0.0f );
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scaleMatrix[1].Init( 0.0f, scale[1], 0.0f, 0.0f );
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s_pShaderAPI->SetVertexShaderConstant( vertexReg, scaleMatrix[0].Base(), 2 );
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}
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void CBaseVSShader::SetVertexShaderTextureTransform( int vertexReg, int transformVar )
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{
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Vector4D transformation[2];
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IMaterialVar* pTransformationVar = s_ppParams[transformVar];
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if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
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{
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const VMatrix &mat = pTransformationVar->GetMatrixValue();
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transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
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transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
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}
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else
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{
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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}
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s_pShaderAPI->SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
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}
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void CBaseVSShader::SetVertexShaderTextureScaledTransform( int vertexReg, int transformVar, int scaleVar )
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{
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Vector4D transformation[2];
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IMaterialVar* pTransformationVar = s_ppParams[transformVar];
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if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
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{
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const VMatrix &mat = pTransformationVar->GetMatrixValue();
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transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
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transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
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}
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else
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{
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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}
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Vector2D scale( 1, 1 );
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IMaterialVar* pScaleVar = s_ppParams[scaleVar];
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if (pScaleVar)
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{
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if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pScaleVar->GetVecValue( scale.Base(), 2 );
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else if (pScaleVar->IsDefined())
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scale[0] = scale[1] = pScaleVar->GetFloatValue();
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}
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// Apply the scaling
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transformation[0][0] *= scale[0];
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transformation[0][1] *= scale[1];
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transformation[1][0] *= scale[0];
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transformation[1][1] *= scale[1];
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transformation[0][3] *= scale[0];
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transformation[1][3] *= scale[1];
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s_pShaderAPI->SetVertexShaderConstant( vertexReg, transformation[0].Base(), 2 );
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}
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//-----------------------------------------------------------------------------
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// Sets pixel shader texture transforms
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//-----------------------------------------------------------------------------
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void CBaseVSShader::SetPixelShaderTextureTranslation( int pixelReg, int translationVar )
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{
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float offset[2] = {0, 0};
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IMaterialVar* pTranslationVar = s_ppParams[translationVar];
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if (pTranslationVar)
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{
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if (pTranslationVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pTranslationVar->GetVecValue( offset, 2 );
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else
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offset[0] = offset[1] = pTranslationVar->GetFloatValue();
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}
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Vector4D translation[2];
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translation[0].Init( 1.0f, 0.0f, 0.0f, offset[0] );
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translation[1].Init( 0.0f, 1.0f, 0.0f, offset[1] );
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, translation[0].Base(), 2 );
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}
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void CBaseVSShader::SetPixelShaderTextureScale( int pixelReg, int scaleVar )
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{
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float scale[2] = {1, 1};
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IMaterialVar* pScaleVar = s_ppParams[scaleVar];
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if (pScaleVar)
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{
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if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
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pScaleVar->GetVecValue( scale, 2 );
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else if (pScaleVar->IsDefined())
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scale[0] = scale[1] = pScaleVar->GetFloatValue();
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}
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Vector4D scaleMatrix[2];
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scaleMatrix[0].Init( scale[0], 0.0f, 0.0f, 0.0f );
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scaleMatrix[1].Init( 0.0f, scale[1], 0.0f, 0.0f );
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, scaleMatrix[0].Base(), 2 );
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}
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void CBaseVSShader::SetPixelShaderTextureTransform( int pixelReg, int transformVar )
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{
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Vector4D transformation[2];
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IMaterialVar* pTransformationVar = s_ppParams[transformVar];
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if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
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{
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const VMatrix &mat = pTransformationVar->GetMatrixValue();
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transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
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transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
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}
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else
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{
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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}
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s_pShaderAPI->SetPixelShaderConstant( pixelReg, transformation[0].Base(), 2 );
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}
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void CBaseVSShader::SetPixelShaderTextureScaledTransform( int pixelReg, int transformVar, int scaleVar )
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{
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Vector4D transformation[2];
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IMaterialVar* pTransformationVar = s_ppParams[transformVar];
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if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX))
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{
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const VMatrix &mat = pTransformationVar->GetMatrixValue();
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transformation[0].Init( mat[0][0], mat[0][1], mat[0][2], mat[0][3] );
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transformation[1].Init( mat[1][0], mat[1][1], mat[1][2], mat[1][3] );
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}
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else
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{
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transformation[0].Init( 1.0f, 0.0f, 0.0f, 0.0f );
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transformation[1].Init( 0.0f, 1.0f, 0.0f, 0.0f );
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}
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Vector2D scale( 1, 1 );
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IMaterialVar* pScaleVar = s_ppParams[scaleVar];
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if (pScaleVar)
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{
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if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR)
|
|
pScaleVar->GetVecValue( scale.Base(), 2 );
|
|
else if (pScaleVar->IsDefined())
|
|
scale[0] = scale[1] = pScaleVar->GetFloatValue();
|
|
}
|
|
|
|
// Apply the scaling
|
|
transformation[0][0] *= scale[0];
|
|
transformation[0][1] *= scale[1];
|
|
transformation[1][0] *= scale[0];
|
|
transformation[1][1] *= scale[1];
|
|
transformation[0][3] *= scale[0];
|
|
transformation[1][3] *= scale[1];
|
|
s_pShaderAPI->SetPixelShaderConstant( pixelReg, transformation[0].Base(), 2 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Moves a matrix into vertex shader constants
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::SetVertexShaderMatrix2x4( int vertexReg, int matrixVar )
|
|
{
|
|
IMaterialVar* pTranslationVar = s_ppParams[ matrixVar ];
|
|
if ( pTranslationVar )
|
|
{
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &pTranslationVar->GetMatrixValue()[ 0 ][ 0 ], 2 );
|
|
}
|
|
else
|
|
{
|
|
VMatrix matrix;
|
|
MatrixSetIdentity( matrix );
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &matrix[ 0 ][ 0 ], 2 );
|
|
}
|
|
}
|
|
|
|
void CBaseVSShader::SetVertexShaderMatrix3x4( int vertexReg, int matrixVar )
|
|
{
|
|
IMaterialVar* pTranslationVar = s_ppParams[matrixVar];
|
|
if (pTranslationVar)
|
|
{
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &pTranslationVar->GetMatrixValue( )[0][0], 3 );
|
|
}
|
|
else
|
|
{
|
|
VMatrix matrix;
|
|
MatrixSetIdentity( matrix );
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &matrix[0][0], 3 );
|
|
}
|
|
}
|
|
|
|
void CBaseVSShader::SetVertexShaderMatrix4x4( int vertexReg, int matrixVar )
|
|
{
|
|
IMaterialVar* pTranslationVar = s_ppParams[matrixVar];
|
|
if (pTranslationVar)
|
|
{
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &pTranslationVar->GetMatrixValue( )[0][0], 4 );
|
|
}
|
|
else
|
|
{
|
|
VMatrix matrix;
|
|
MatrixSetIdentity( matrix );
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, &matrix[0][0], 4 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads the view matrix into pixel shader constants
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::LoadViewMatrixIntoVertexShaderConstant( int vertexReg )
|
|
{
|
|
VMatrix mat, transpose;
|
|
s_pShaderAPI->GetMatrix( MATERIAL_VIEW, mat.m[0] );
|
|
|
|
MatrixTranspose( mat, transpose );
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, transpose.m[0], 3 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads the projection matrix into pixel shader constants
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::LoadProjectionMatrixIntoVertexShaderConstant( int vertexReg )
|
|
{
|
|
VMatrix mat, transpose;
|
|
s_pShaderAPI->GetMatrix( MATERIAL_PROJECTION, mat.m[0] );
|
|
|
|
MatrixTranspose( mat, transpose );
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, transpose.m[0], 4 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads the projection matrix into pixel shader constants
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::LoadModelViewMatrixIntoVertexShaderConstant( int vertexReg )
|
|
{
|
|
VMatrix view, model, modelView, transpose;
|
|
s_pShaderAPI->GetMatrix( MATERIAL_MODEL, model.m[0] );
|
|
MatrixTranspose( model, model );
|
|
s_pShaderAPI->GetMatrix( MATERIAL_VIEW, view.m[0] );
|
|
MatrixTranspose( view, view );
|
|
|
|
MatrixMultiply( view, model, modelView );
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, modelView.m[0], 3 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads a scale/offset version of the viewport transform into the specified constant.
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::LoadViewportTransformScaledIntoVertexShaderConstant( int vertexReg )
|
|
{
|
|
ShaderViewport_t viewport;
|
|
|
|
s_pShaderAPI->GetViewports( &viewport, 1 );
|
|
|
|
int bbWidth = 0,
|
|
bbHeight = 0;
|
|
|
|
s_pShaderAPI->GetBackBufferDimensions( bbWidth, bbHeight );
|
|
|
|
// (x, y, z, w) = (Width / bbWidth, Height / bbHeight, MinX / bbWidth, MinY / bbHeight)
|
|
Vector4D viewportTransform(
|
|
1.0f * viewport.m_nWidth / bbWidth,
|
|
1.0f * viewport.m_nHeight / bbHeight,
|
|
1.0f * viewport.m_nTopLeftX / bbWidth,
|
|
1.0f * viewport.m_nTopLeftY / bbHeight
|
|
);
|
|
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, viewportTransform.Base() );
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads bump lightmap coordinates into the pixel shader
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::LoadBumpLightmapCoordinateAxes_PixelShader( int pixelReg )
|
|
{
|
|
Vector4D basis[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
{
|
|
memcpy( &basis[i], &g_localBumpBasis[i], 3 * sizeof(float) );
|
|
basis[i][3] = 0.0f;
|
|
}
|
|
s_pShaderAPI->SetPixelShaderConstant( pixelReg, (float*)basis, 3 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads bump lightmap coordinates into the pixel shader
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::LoadBumpLightmapCoordinateAxes_VertexShader( int vertexReg )
|
|
{
|
|
Vector4D basis[3];
|
|
|
|
// transpose
|
|
int i;
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
basis[i][0] = g_localBumpBasis[0][i];
|
|
basis[i][1] = g_localBumpBasis[1][i];
|
|
basis[i][2] = g_localBumpBasis[2][i];
|
|
basis[i][3] = 0.0f;
|
|
}
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg, (float*)basis, 3 );
|
|
for (i = 0; i < 3; ++i)
|
|
{
|
|
memcpy( &basis[i], &g_localBumpBasis[i], 3 * sizeof(float) );
|
|
basis[i][3] = 0.0f;
|
|
}
|
|
s_pShaderAPI->SetVertexShaderConstant( vertexReg + 3, (float*)basis, 3 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper methods for pixel shader overbrighting
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::EnablePixelShaderOverbright( int reg, bool bEnable, bool bDivideByTwo )
|
|
{
|
|
// can't have other overbright values with pixel shaders as it stands.
|
|
float v[4];
|
|
if( bEnable )
|
|
{
|
|
v[0] = v[1] = v[2] = v[3] = bDivideByTwo ? OVERBRIGHT / 2.0f : OVERBRIGHT;
|
|
}
|
|
else
|
|
{
|
|
v[0] = v[1] = v[2] = v[3] = bDivideByTwo ? 1.0f / 2.0f : 1.0f;
|
|
}
|
|
s_pShaderAPI->SetPixelShaderConstant( reg, v, 1 );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper for dealing with modulation
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::SetModulationVertexShaderDynamicState()
|
|
{
|
|
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
|
|
ComputeModulationColor( color );
|
|
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
|
|
}
|
|
|
|
void CBaseVSShader::SetModulationPixelShaderDynamicState( int modulationVar )
|
|
{
|
|
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
|
|
ComputeModulationColor( color );
|
|
s_pShaderAPI->SetPixelShaderConstant( modulationVar, color );
|
|
}
|
|
|
|
void CBaseVSShader::SetModulationPixelShaderDynamicState_LinearColorSpace( int modulationVar )
|
|
{
|
|
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
|
|
ComputeModulationColor( color );
|
|
color[0] = color[0] > 1.0f ? color[0] : GammaToLinear( color[0] );
|
|
color[1] = color[1] > 1.0f ? color[1] : GammaToLinear( color[1] );
|
|
color[2] = color[2] > 1.0f ? color[2] : GammaToLinear( color[2] );
|
|
|
|
s_pShaderAPI->SetPixelShaderConstant( modulationVar, color );
|
|
}
|
|
|
|
void CBaseVSShader::SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( int modulationVar, float flScale )
|
|
{
|
|
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
|
|
ComputeModulationColor( color );
|
|
color[0] = ( color[0] > 1.0f ? color[0] : GammaToLinear( color[0] ) ) * flScale;
|
|
color[1] = ( color[1] > 1.0f ? color[1] : GammaToLinear( color[1] ) ) * flScale;
|
|
color[2] = ( color[2] > 1.0f ? color[2] : GammaToLinear( color[2] ) ) * flScale;
|
|
|
|
s_pShaderAPI->SetPixelShaderConstant( modulationVar, color );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Converts a color + alpha into a vector4
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::ColorVarsToVector( int colorVar, int alphaVar, Vector4D &color )
|
|
{
|
|
color.Init( 1.0, 1.0, 1.0, 1.0 );
|
|
if ( colorVar != -1 )
|
|
{
|
|
IMaterialVar* pColorVar = s_ppParams[colorVar];
|
|
if ( pColorVar->GetType() == MATERIAL_VAR_TYPE_VECTOR )
|
|
{
|
|
pColorVar->GetVecValue( color.Base(), 3 );
|
|
}
|
|
else
|
|
{
|
|
color[0] = color[1] = color[2] = pColorVar->GetFloatValue();
|
|
}
|
|
}
|
|
if ( alphaVar != -1 )
|
|
{
|
|
float flAlpha = s_ppParams[alphaVar]->GetFloatValue();
|
|
color[3] = clamp( flAlpha, 0.0f, 1.0f );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets a color + alpha into shader constants
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::SetColorVertexShaderConstant( int nVertexReg, int colorVar, int alphaVar )
|
|
{
|
|
Vector4D color;
|
|
ColorVarsToVector( colorVar, alphaVar, color );
|
|
s_pShaderAPI->SetVertexShaderConstant( nVertexReg, color.Base() );
|
|
}
|
|
|
|
void CBaseVSShader::SetColorPixelShaderConstant( int nPixelReg, int colorVar, int alphaVar )
|
|
{
|
|
Vector4D color;
|
|
ColorVarsToVector( colorVar, alphaVar, color );
|
|
s_pShaderAPI->SetPixelShaderConstant( nPixelReg, color.Base() );
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
ConVar mat_envmaptintoverride( "mat_envmaptintoverride", "-1" );
|
|
ConVar mat_envmaptintscale( "mat_envmaptintscale", "-1" );
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helpers for dealing with envmap tint
|
|
//-----------------------------------------------------------------------------
|
|
// set alphaVar to -1 to ignore it.
|
|
void CBaseVSShader::SetEnvMapTintPixelShaderDynamicState( int pixelReg, int tintVar, int alphaVar, bool bConvertFromGammaToLinear )
|
|
{
|
|
float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
if( g_pConfig->bShowSpecular && mat_fullbright.GetInt() != 2 )
|
|
{
|
|
IMaterialVar* pAlphaVar = NULL;
|
|
if( alphaVar >= 0 )
|
|
{
|
|
pAlphaVar = s_ppParams[alphaVar];
|
|
}
|
|
if( pAlphaVar )
|
|
{
|
|
color[3] = pAlphaVar->GetFloatValue();
|
|
}
|
|
|
|
IMaterialVar* pTintVar = s_ppParams[tintVar];
|
|
#ifdef _DEBUG
|
|
pTintVar->GetVecValue( color, 3 );
|
|
|
|
float envmapTintOverride = mat_envmaptintoverride.GetFloat();
|
|
float envmapTintScaleOverride = mat_envmaptintscale.GetFloat();
|
|
|
|
if( envmapTintOverride != -1.0f )
|
|
{
|
|
color[0] = color[1] = color[2] = envmapTintOverride;
|
|
}
|
|
if( envmapTintScaleOverride != -1.0f )
|
|
{
|
|
color[0] *= envmapTintScaleOverride;
|
|
color[1] *= envmapTintScaleOverride;
|
|
color[2] *= envmapTintScaleOverride;
|
|
}
|
|
|
|
if( bConvertFromGammaToLinear )
|
|
{
|
|
color[0] = color[0] > 1.0f ? color[0] : GammaToLinear( color[0] );
|
|
color[1] = color[1] > 1.0f ? color[1] : GammaToLinear( color[1] );
|
|
color[2] = color[2] > 1.0f ? color[2] : GammaToLinear( color[2] );
|
|
}
|
|
#else
|
|
if( bConvertFromGammaToLinear )
|
|
{
|
|
pTintVar->GetLinearVecValue( color, 3 );
|
|
}
|
|
else
|
|
{
|
|
pTintVar->GetVecValue( color, 3 );
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
color[0] = color[1] = color[2] = color[3] = 0.0f;
|
|
}
|
|
s_pShaderAPI->SetPixelShaderConstant( pixelReg, color, 1 );
|
|
}
|
|
|
|
void CBaseVSShader::SetAmbientCubeDynamicStateVertexShader( )
|
|
{
|
|
s_pShaderAPI->SetVertexShaderStateAmbientLightCube();
|
|
}
|
|
|
|
float CBaseVSShader::GetAmbientLightCubeLuminance( )
|
|
{
|
|
return s_pShaderAPI->GetAmbientLightCubeLuminance();
|
|
}
|
|
|
|
#ifndef GAME_SHADER_DLL
|
|
const char *CBaseVSShader::UnlitGeneric_ComputePixelShaderName( bool bMask,
|
|
bool bEnvmap,
|
|
bool bBaseTexture,
|
|
bool bBaseAlphaEnvmapMask,
|
|
bool bDetail,
|
|
bool bDetailMultiplyMode,
|
|
bool bMaskBaseByDetailAlpha )
|
|
{
|
|
static char const* s_pPixelShaders[] =
|
|
{
|
|
"UnlitGeneric_NoTexture",
|
|
"UnlitGeneric",
|
|
"UnlitGeneric_EnvMapNoTexture",
|
|
"UnlitGeneric_EnvMap",
|
|
"UnlitGeneric_NoTexture",
|
|
"UnlitGeneric",
|
|
"UnlitGeneric_EnvMapMaskNoTexture",
|
|
"UnlitGeneric_EnvMapMask",
|
|
|
|
// Detail texture
|
|
// The other commented-out versions are used if we want to
|
|
// apply the detail *after* the environment map is added
|
|
"UnlitGeneric_DetailNoTexture",
|
|
"UnlitGeneric_Detail",
|
|
"UnlitGeneric_EnvMapNoTexture", //"UnlitGeneric_DetailEnvMapNoTexture",
|
|
"UnlitGeneric_DetailEnvMap",
|
|
"UnlitGeneric_DetailNoTexture",
|
|
"UnlitGeneric_Detail",
|
|
"UnlitGeneric_EnvMapMaskNoTexture", //"UnlitGeneric_DetailEnvMapMaskNoTexture",
|
|
"UnlitGeneric_DetailEnvMapMask",
|
|
};
|
|
|
|
// handle hud elements
|
|
if ( bDetail & bDetailMultiplyMode )
|
|
return "alphadist_ps11";
|
|
|
|
if ( bDetail & bMaskBaseByDetailAlpha )
|
|
return "UnlitGeneric_MaskBaseByDetailAlpha_ps11";
|
|
|
|
if (!bMask && bEnvmap && bBaseTexture && bBaseAlphaEnvmapMask)
|
|
{
|
|
if (!bDetail)
|
|
return "UnlitGeneric_BaseAlphaMaskedEnvMap";
|
|
else
|
|
return "UnlitGeneric_DetailBaseAlphaMaskedEnvMap";
|
|
}
|
|
else
|
|
{
|
|
int pshIndex = 0;
|
|
if (bBaseTexture)
|
|
pshIndex |= 0x1;
|
|
if (bEnvmap)
|
|
pshIndex |= 0x2;
|
|
if (bMask)
|
|
pshIndex |= 0x4;
|
|
if (bDetail)
|
|
pshIndex |= 0x8;
|
|
return s_pPixelShaders[pshIndex];
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up hw morphing state for the vertex shader
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::SetHWMorphVertexShaderState( int nDimConst, int nSubrectConst, VertexTextureSampler_t morphSampler )
|
|
{
|
|
#ifndef _X360
|
|
if ( !s_pShaderAPI->IsHWMorphingEnabled() )
|
|
return;
|
|
|
|
int nMorphWidth, nMorphHeight;
|
|
s_pShaderAPI->GetStandardTextureDimensions( &nMorphWidth, &nMorphHeight, TEXTURE_MORPH_ACCUMULATOR );
|
|
|
|
int nDim = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_4TUPLE_COUNT );
|
|
float pMorphAccumSize[4] = { (float)nMorphWidth, (float)nMorphHeight, (float)nDim, 0.0f };
|
|
s_pShaderAPI->SetVertexShaderConstant( nDimConst, pMorphAccumSize );
|
|
|
|
int nXOffset = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_X_OFFSET );
|
|
int nYOffset = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_Y_OFFSET );
|
|
int nWidth = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_WIDTH );
|
|
int nHeight = s_pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_MORPH_ACCUMULATOR_SUBRECT_HEIGHT );
|
|
float pMorphAccumSubrect[4] = { (float)nXOffset, (float)nYOffset, (float)nWidth, (float)nHeight };
|
|
s_pShaderAPI->SetVertexShaderConstant( nSubrectConst, pMorphAccumSubrect );
|
|
|
|
s_pShaderAPI->BindStandardVertexTexture( morphSampler, TEXTURE_MORPH_ACCUMULATOR );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vertex shader unlit generic pass
|
|
//-----------------------------------------------------------------------------
|
|
void CBaseVSShader::VertexShaderUnlitGenericPass( int baseTextureVar, int frameVar,
|
|
int baseTextureTransformVar,
|
|
int detailVar, int detailTransform,
|
|
bool bDetailTransformIsScale,
|
|
int envmapVar, int envMapFrameVar,
|
|
int envmapMaskVar, int envmapMaskFrameVar,
|
|
int envmapMaskScaleVar, int envmapTintVar,
|
|
int alphaTestReferenceVar,
|
|
int nDetailBlendModeVar,
|
|
int nOutlineVar,
|
|
int nOutlineColorVar,
|
|
int nOutlineStartVar,
|
|
int nOutlineEndVar,
|
|
int nSeparateDetailUVsVar )
|
|
{
|
|
IMaterialVar** params = s_ppParams;
|
|
|
|
bool bBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK);
|
|
bool bEnvmap = (envmapVar >= 0) && params[envmapVar]->IsTexture();
|
|
bool bMask = false;
|
|
if (bEnvmap && (envmapMaskVar >= 0))
|
|
{
|
|
bMask = params[envmapMaskVar]->IsTexture();
|
|
}
|
|
bool bDetail = (detailVar >= 0) && params[detailVar]->IsTexture();
|
|
bool bBaseTexture = (baseTextureVar >= 0) && params[baseTextureVar]->IsTexture();
|
|
bool bVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
|
|
bool bEnvmapCameraSpace = IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE);
|
|
bool bEnvmapSphere = IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE);
|
|
|
|
bool bDetailMultiply = ( nDetailBlendModeVar >= 0 ) && ( params[nDetailBlendModeVar]->GetIntValue() == 8 );
|
|
bool bMaskBaseByDetailAlpha = ( nDetailBlendModeVar >= 0 ) && ( params[nDetailBlendModeVar]->GetIntValue() == 9 );
|
|
bool bSeparateDetailUVs = ( nSeparateDetailUVsVar >= 0 ) && ( params[nSeparateDetailUVsVar]->GetIntValue() != 0 );
|
|
|
|
if (IsSnapshotting())
|
|
{
|
|
// Alpha test
|
|
s_pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
|
|
|
|
if( alphaTestReferenceVar != -1 && params[alphaTestReferenceVar]->GetFloatValue() > 0.0f )
|
|
{
|
|
s_pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[alphaTestReferenceVar]->GetFloatValue() );
|
|
}
|
|
|
|
// Base texture on stage 0
|
|
if (bBaseTexture)
|
|
{
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
}
|
|
|
|
if (bDetail)
|
|
{
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
}
|
|
|
|
if (bEnvmap)
|
|
{
|
|
// envmap on stage 1
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
|
|
// envmapmask on stage 2
|
|
if (bMask || bBaseAlphaEnvmapMask )
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
}
|
|
|
|
if (bBaseTexture)
|
|
SetDefaultBlendingShadowState( baseTextureVar, true );
|
|
else if (bMask)
|
|
SetDefaultBlendingShadowState( envmapMaskVar, false );
|
|
else
|
|
SetDefaultBlendingShadowState();
|
|
|
|
int fmt = VERTEX_POSITION;
|
|
if( bEnvmap )
|
|
fmt |= VERTEX_NORMAL;
|
|
if ( bVertexColor )
|
|
fmt |= VERTEX_COLOR;
|
|
|
|
int numTexCoords = 1;
|
|
if( bSeparateDetailUVs )
|
|
{
|
|
numTexCoords = 2;
|
|
}
|
|
|
|
s_pShaderShadow->VertexShaderVertexFormat( fmt, numTexCoords, 0, 0 );
|
|
const char *pshName = UnlitGeneric_ComputePixelShaderName(
|
|
bMask,
|
|
bEnvmap,
|
|
bBaseTexture,
|
|
bBaseAlphaEnvmapMask,
|
|
bDetail,
|
|
bDetailMultiply,
|
|
bMaskBaseByDetailAlpha );
|
|
s_pShaderShadow->SetPixelShader( pshName );
|
|
|
|
// Compute the vertex shader index.
|
|
unlitgeneric_vs11_Static_Index vshIndex;
|
|
vshIndex.SetDETAIL( bDetail );
|
|
vshIndex.SetENVMAP( bEnvmap );
|
|
vshIndex.SetENVMAPCAMERASPACE( bEnvmap && bEnvmapCameraSpace );
|
|
vshIndex.SetENVMAPSPHERE( bEnvmap && bEnvmapSphere );
|
|
vshIndex.SetVERTEXCOLOR( bVertexColor );
|
|
vshIndex.SetSEPARATEDETAILUVS( bSeparateDetailUVs );
|
|
s_pShaderShadow->SetVertexShader( "unlitgeneric_vs11", vshIndex.GetIndex() );
|
|
|
|
DefaultFog();
|
|
}
|
|
else
|
|
{
|
|
if ( s_pShaderAPI->InFlashlightMode() ) // Not snapshotting && flashlight pass
|
|
{
|
|
Draw( false );
|
|
return;
|
|
}
|
|
|
|
if (bBaseTexture)
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, baseTextureVar, frameVar );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, baseTextureTransformVar );
|
|
}
|
|
|
|
if (bDetail)
|
|
{
|
|
BindTexture( SHADER_SAMPLER3, detailVar, frameVar );
|
|
|
|
if (bDetailTransformIsScale)
|
|
{
|
|
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, baseTextureTransformVar, detailTransform );
|
|
}
|
|
else
|
|
{
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, detailTransform );
|
|
}
|
|
}
|
|
|
|
if (bEnvmap)
|
|
{
|
|
BindTexture( SHADER_SAMPLER1, envmapVar, envMapFrameVar );
|
|
|
|
if (bMask || bBaseAlphaEnvmapMask)
|
|
{
|
|
if (bMask)
|
|
BindTexture( SHADER_SAMPLER2, envmapMaskVar, envmapMaskFrameVar );
|
|
else
|
|
BindTexture( SHADER_SAMPLER2, baseTextureVar, frameVar );
|
|
|
|
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, baseTextureTransformVar, envmapMaskScaleVar );
|
|
}
|
|
|
|
SetEnvMapTintPixelShaderDynamicState( 2, envmapTintVar, -1 );
|
|
|
|
if (bEnvmapSphere || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
|
|
{
|
|
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
|
|
}
|
|
}
|
|
|
|
SetModulationVertexShaderDynamicState();
|
|
|
|
float flConsts[12]={ 0, 0, 0, 1, // color
|
|
0, 0, 0, 0, // max
|
|
0, 0, 0, .5, // min
|
|
};
|
|
|
|
// set up outline pixel shader constants
|
|
if ( bDetailMultiply && ( nOutlineVar != -1 ) && ( params[nOutlineVar]->GetIntValue() ) )
|
|
{
|
|
if ( nOutlineColorVar != -1 )
|
|
params[nOutlineColorVar]->GetVecValue( flConsts, 3 );
|
|
if ( nOutlineEndVar != -1 )
|
|
flConsts[7] = params[nOutlineEndVar]->GetFloatValue();
|
|
if ( nOutlineStartVar != -1 )
|
|
flConsts[11] = params[nOutlineStartVar]->GetFloatValue();
|
|
}
|
|
|
|
s_pShaderAPI->SetPixelShaderConstant( 0, flConsts, 3 );
|
|
|
|
// Compute the vertex shader index.
|
|
unlitgeneric_vs11_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
vshIndex.SetSKINNING( s_pShaderAPI->GetCurrentNumBones() > 0 );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
|
|
Draw();
|
|
}
|
|
|
|
|
|
void CBaseVSShader::DrawWorldBaseTexture( int baseTextureVar, int baseTextureTransformVar,
|
|
int frameVar, int colorVar, int alphaVar )
|
|
{
|
|
if( IsSnapshotting() )
|
|
{
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
s_pShaderShadow->VertexShaderVertexFormat(
|
|
VERTEX_POSITION, 1, 0, 0 );
|
|
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BaseTexture" );
|
|
SetNormalBlendingShadowState();
|
|
lightmappedgeneric_basetexture_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BaseTexture", vshIndex.GetIndex() );
|
|
|
|
FogToOOOverbright();
|
|
}
|
|
else
|
|
{
|
|
IMaterialVar** params = s_ppParams;
|
|
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
|
|
if( bLightingOnly )
|
|
{
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
|
|
}
|
|
else
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, baseTextureVar, frameVar );
|
|
}
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, baseTextureTransformVar );
|
|
SetColorPixelShaderConstant( 0, colorVar, alphaVar );
|
|
lightmappedgeneric_basetexture_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void CBaseVSShader::DrawWorldBumpedDiffuseLighting( int bumpmapVar, int bumpFrameVar,
|
|
int bumpTransformVar, bool bMultiply,
|
|
bool bSSBump )
|
|
{
|
|
if( IsSnapshotting() )
|
|
{
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
if( bMultiply )
|
|
{
|
|
s_pShaderShadow->EnableBlending( true );
|
|
SingleTextureLightmapBlendMode();
|
|
}
|
|
s_pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, 0, 0 );
|
|
|
|
lightmappedgeneric_bumpmappedlightmap_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedLightmap", vshIndex.GetIndex() );
|
|
|
|
if ( bSSBump )
|
|
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_SSBumpmappedLightmap" );
|
|
else
|
|
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedLightmap" );
|
|
FogToFogColor();
|
|
}
|
|
else
|
|
{
|
|
if( !g_pConfig->m_bFastNoBump )
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, bumpmapVar, bumpFrameVar );
|
|
}
|
|
else
|
|
{
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
|
|
}
|
|
LoadBumpLightmapCoordinateAxes_PixelShader( 0 );
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, bumpTransformVar );
|
|
SetModulationPixelShaderDynamicState( 3 );
|
|
|
|
lightmappedgeneric_bumpmappedlightmap_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void CBaseVSShader::DrawWorldBumpedDiffuseLighting_Base_ps14( int bumpmapVar, int bumpFrameVar,
|
|
int bumpTransformVar,
|
|
int baseTextureVar, int baseTextureTransformVar, int frameVar )
|
|
{
|
|
if( IsSnapshotting() )
|
|
{
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
|
|
s_pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, 0, 0 );
|
|
|
|
lightmappedgeneric_bumpmappedlightmap_base_ps14_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedLightmap_Base_ps14", vshIndex.GetIndex() );
|
|
|
|
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedLightmap_Base_ps14" );
|
|
FogToFogColor();
|
|
}
|
|
else
|
|
{
|
|
if( !g_pConfig->m_bFastNoBump )
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, bumpmapVar, bumpFrameVar );
|
|
}
|
|
else
|
|
{
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
|
|
}
|
|
LoadBumpLightmapCoordinateAxes_PixelShader( 0 );
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
|
|
BindTexture( SHADER_SAMPLER4, baseTextureVar, frameVar );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, bumpTransformVar );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, baseTextureTransformVar );
|
|
SetModulationPixelShaderDynamicState( 3 );
|
|
|
|
lightmappedgeneric_bumpmappedlightmap_base_ps14_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void CBaseVSShader::DrawWorldBumpedDiffuseLighting_Blend_ps14( int bumpmapVar, int bumpFrameVar,
|
|
int bumpTransformVar,
|
|
int baseTextureVar, int baseTextureTransformVar,
|
|
int baseTextureFrameVar,
|
|
int baseTexture2Var, int baseTextureTransform2Var,
|
|
int baseTextureFrame2Var)
|
|
{
|
|
if( IsSnapshotting() )
|
|
{
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
|
|
s_pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 3, 0, 0 );
|
|
|
|
lightmappedgeneric_bumpmappedlightmap_blend_ps14_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedLightmap_Blend_ps14", vshIndex.GetIndex() );
|
|
|
|
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedLightmap_Blend_ps14" );
|
|
FogToFogColor();
|
|
}
|
|
else
|
|
{
|
|
if( !g_pConfig->m_bFastNoBump )
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, bumpmapVar, bumpFrameVar );
|
|
}
|
|
else
|
|
{
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
|
|
}
|
|
LoadBumpLightmapCoordinateAxes_PixelShader( 0 );
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
|
|
BindTexture( SHADER_SAMPLER4, baseTextureVar, baseTextureFrameVar );
|
|
BindTexture( SHADER_SAMPLER5, baseTexture2Var, baseTextureFrame2Var );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, bumpTransformVar );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, baseTextureTransformVar );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, baseTextureTransform2Var );
|
|
SetModulationPixelShaderDynamicState( 3 );
|
|
|
|
lightmappedgeneric_bumpmappedlightmap_blend_ps14_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
//#define USE_DEST_ALPHA
|
|
#define USE_NORMALMAP_ALPHA
|
|
|
|
void CBaseVSShader::DrawWorldBumpedSpecularLighting( int bumpmapVar, int envmapVar,
|
|
int bumpFrameVar, int envmapFrameVar,
|
|
int envmapTintVar, int alphaVar,
|
|
int envmapContrastVar, int envmapSaturationVar,
|
|
int bumpTransformVar, int fresnelReflectionVar,
|
|
bool bBlend, bool bNoWriteZ )
|
|
{
|
|
// + BUMPED CUBEMAP
|
|
if( IsSnapshotting() )
|
|
{
|
|
SetInitialShadowState( );
|
|
if ( bNoWriteZ )
|
|
{
|
|
s_pShaderShadow->EnableDepthWrites( false );
|
|
}
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
|
|
{
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
|
|
}
|
|
if( bBlend )
|
|
{
|
|
s_pShaderShadow->EnableBlending( true );
|
|
s_pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
|
|
}
|
|
// FIXME: Remove the normal (needed for tangent space gen)
|
|
s_pShaderShadow->VertexShaderVertexFormat(
|
|
VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
|
|
VERTEX_TANGENT_T, 1, 0, 0 );
|
|
|
|
IMaterialVar** params = s_ppParams;
|
|
bool bHasNormalMapAlphaEnvMapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
|
|
{
|
|
lightmappedgeneric_bumpmappedenvmap_ps14_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedEnvmap_ps14", vshIndex.GetIndex() );
|
|
|
|
int nPshIndex = bHasNormalMapAlphaEnvMapMask ? 1 : 0;
|
|
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedEnvmap_ps14", nPshIndex );
|
|
}
|
|
else
|
|
{
|
|
lightmappedgeneric_bumpmappedenvmap_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "LightmappedGeneric_BumpmappedEnvmap", vshIndex.GetIndex() );
|
|
|
|
int nPshIndex = bHasNormalMapAlphaEnvMapMask ? 1 : 0;
|
|
s_pShaderShadow->SetPixelShader( "LightmappedGeneric_BumpmappedEnvmap", nPshIndex );
|
|
}
|
|
FogToBlack();
|
|
}
|
|
else
|
|
{
|
|
IMaterialVar** params = s_ppParams;
|
|
s_pShaderAPI->SetDefaultState();
|
|
BindTexture( SHADER_SAMPLER0, bumpmapVar, bumpFrameVar );
|
|
BindTexture( SHADER_SAMPLER3, envmapVar, envmapFrameVar );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
|
|
{
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP );
|
|
|
|
lightmappedgeneric_bumpmappedenvmap_ps14_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
else
|
|
{
|
|
lightmappedgeneric_bumpmappedenvmap_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
|
|
SetEnvMapTintPixelShaderDynamicState( 0, envmapTintVar, alphaVar );
|
|
// GR - fudge consts a bit to fix const/lerp issues
|
|
SetPixelShaderConstantFudge( 1, envmapContrastVar );
|
|
SetPixelShaderConstantFudge( 2, envmapSaturationVar );
|
|
float greyWeights[4] = { 0.299f, 0.587f, 0.114f, 0.0f };
|
|
s_pShaderAPI->SetPixelShaderConstant( 3, greyWeights );
|
|
|
|
// [ 0, 0 ,0, R(0) ]
|
|
float fresnel[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
|
fresnel[3] = params[fresnelReflectionVar]->GetFloatValue();
|
|
s_pShaderAPI->SetPixelShaderConstant( 4, fresnel );
|
|
// [ 0, 0 ,0, 1-R(0) ]
|
|
fresnel[3] = 1.0f - fresnel[3];
|
|
s_pShaderAPI->SetPixelShaderConstant( 6, fresnel );
|
|
|
|
float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
s_pShaderAPI->SetPixelShaderConstant( 5, one );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, bumpTransformVar );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void CBaseVSShader::DrawModelBumpedSpecularLighting( int bumpMapVar, int bumpMapFrameVar,
|
|
int envMapVar, int envMapVarFrame,
|
|
int envMapTintVar, int alphaVar,
|
|
int envMapContrastVar, int envMapSaturationVar,
|
|
int bumpTransformVar,
|
|
bool bBlendSpecular, bool bNoWriteZ )
|
|
{
|
|
IMaterialVar** params = s_ppParams;
|
|
|
|
if( IsSnapshotting() )
|
|
{
|
|
SetInitialShadowState( );
|
|
if ( bNoWriteZ )
|
|
{
|
|
s_pShaderShadow->EnableDepthWrites( false );
|
|
}
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
|
|
{
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
|
|
}
|
|
s_pShaderShadow->EnableAlphaTest( false );
|
|
if( bBlendSpecular )
|
|
{
|
|
s_pShaderShadow->EnableBlending( true );
|
|
SetAdditiveBlendingShadowState( -1, false );
|
|
}
|
|
else
|
|
{
|
|
s_pShaderShadow->EnableBlending( false );
|
|
SetNormalBlendingShadowState( -1, false );
|
|
}
|
|
|
|
s_pShaderShadow->VertexShaderVertexFormat(
|
|
VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 4 /* userDataSize */ );
|
|
|
|
bool bHasNormalMapAlphaEnvMapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
|
|
{
|
|
vertexlitgeneric_envmappedbumpmap_nolighting_ps14_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "VertexLitGeneric_EnvmappedBumpmap_NoLighting_ps14", vshIndex.GetIndex() );
|
|
if( bHasNormalMapAlphaEnvMapMask )
|
|
{
|
|
s_pShaderShadow->SetPixelShader( "VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha_ps14" );
|
|
}
|
|
else
|
|
{
|
|
s_pShaderShadow->SetPixelShader( "VertexLitGeneric_EnvmappedBumpmapV2_ps14" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vertexlitgeneric_envmappedbumpmap_nolighting_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "VertexLitGeneric_EnvmappedBumpmap_NoLighting", vshIndex.GetIndex() );
|
|
// This version does not multiply by lighting
|
|
// NOTE: We don't support multiplying by lighting for bumped specular stuff.
|
|
if( bHasNormalMapAlphaEnvMapMask )
|
|
{
|
|
s_pShaderShadow->SetPixelShader( "VertexLitGeneric_EnvmappedBumpmapV2_MultByAlpha" );
|
|
}
|
|
else
|
|
{
|
|
s_pShaderShadow->SetPixelShader( "VertexLitGeneric_EnvmappedBumpmapV2" );
|
|
}
|
|
}
|
|
FogToBlack();
|
|
}
|
|
else
|
|
{
|
|
s_pShaderAPI->SetDefaultState();
|
|
BindTexture( SHADER_SAMPLER0, bumpMapVar, bumpMapFrameVar );
|
|
BindTexture( SHADER_SAMPLER3, envMapVar, envMapVarFrame );
|
|
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
|
|
{
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALIZATION_CUBEMAP );
|
|
}
|
|
|
|
if( bBlendSpecular )
|
|
{
|
|
SetEnvMapTintPixelShaderDynamicState( 0, envMapTintVar, -1 );
|
|
}
|
|
else
|
|
{
|
|
SetEnvMapTintPixelShaderDynamicState( 0, envMapTintVar, alphaVar );
|
|
}
|
|
// GR - fudge consts a bit to fix const/lerp issues
|
|
SetPixelShaderConstantFudge( 1, envMapContrastVar );
|
|
SetPixelShaderConstantFudge( 2, envMapSaturationVar );
|
|
float greyWeights[4] = { 0.299f, 0.587f, 0.114f, 0.0f };
|
|
s_pShaderAPI->SetPixelShaderConstant( 3, greyWeights );
|
|
|
|
// handle scrolling of bump texture
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, bumpTransformVar );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_1_4() )
|
|
{
|
|
vertexlitgeneric_envmappedbumpmap_nolighting_ps14_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
vshIndex.SetSKINNING( s_pShaderAPI->GetCurrentNumBones() > 0 );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
else
|
|
{
|
|
vertexlitgeneric_envmappedbumpmap_nolighting_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
vshIndex.SetSKINNING( s_pShaderAPI->GetCurrentNumBones() > 0 );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void CBaseVSShader::DrawBaseTextureBlend( int baseTextureVar, int baseTextureTransformVar,
|
|
int baseTextureFrameVar,
|
|
int baseTexture2Var, int baseTextureTransform2Var,
|
|
int baseTextureFrame2Var, int colorVar, int alphaVar )
|
|
{
|
|
if( IsSnapshotting() )
|
|
{
|
|
SetInitialShadowState();
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
s_pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
s_pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 |
|
|
SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
|
|
// FIXME: Remove the normal (needed for tangent space gen)
|
|
s_pShaderShadow->VertexShaderVertexFormat(
|
|
VERTEX_POSITION, 2, 0, 0 );
|
|
|
|
lightmappedgeneric_basetextureblend_Static_Index vshIndex;
|
|
s_pShaderShadow->SetVertexShader( "lightmappedgeneric_basetextureblend", vshIndex.GetIndex() );
|
|
|
|
s_pShaderShadow->SetPixelShader( "lightmappedgeneric_basetextureblend", 0 );
|
|
FogToOOOverbright();
|
|
}
|
|
else
|
|
{
|
|
IMaterialVar** params = s_ppParams;
|
|
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
|
|
|
|
s_pShaderAPI->SetDefaultState();
|
|
if( bLightingOnly )
|
|
{
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
|
|
}
|
|
else
|
|
{
|
|
BindTexture( SHADER_SAMPLER0, baseTextureVar, baseTextureFrameVar );
|
|
BindTexture( SHADER_SAMPLER1, baseTexture2Var, baseTextureFrame2Var );
|
|
}
|
|
s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_LIGHTMAP );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, baseTextureTransformVar );
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, baseTextureTransform2Var );
|
|
SetColorPixelShaderConstant( 0, colorVar, alphaVar );
|
|
lightmappedgeneric_basetextureblend_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
void CBaseVSShader::DrawWorldBumpedUsingVertexShader( int baseTextureVar, int baseTextureTransformVar,
|
|
int bumpmapVar, int bumpFrameVar,
|
|
int bumpTransformVar,
|
|
int envmapMaskVar, int envmapMaskFrame,
|
|
int envmapVar,
|
|
int envmapFrameVar,
|
|
int envmapTintVar, int colorVar, int alphaVar,
|
|
int envmapContrastVar, int envmapSaturationVar,
|
|
int frameVar, int fresnelReflectionVar,
|
|
bool doBaseTexture2,
|
|
int baseTexture2Var, int baseTextureTransform2Var,
|
|
int baseTextureFrame2Var,
|
|
bool bSSBump
|
|
)
|
|
{
|
|
IMaterialVar** params = s_ppParams;
|
|
// Draw base texture
|
|
bool bMultiplyDiffuseLighting = false;
|
|
bool bBlendSpecular = false;
|
|
|
|
// Draw base texture(s)
|
|
if( doBaseTexture2 && params[baseTexture2Var]->IsTexture() && params[baseTextureVar]->IsTexture() )
|
|
{
|
|
DrawBaseTextureBlend( baseTextureVar, baseTextureTransformVar, frameVar,
|
|
baseTexture2Var, baseTextureTransform2Var, baseTextureFrame2Var, colorVar, alphaVar );
|
|
bMultiplyDiffuseLighting = true;
|
|
bBlendSpecular = true;
|
|
}
|
|
else if( params[baseTextureVar]->IsTexture() )
|
|
{
|
|
DrawWorldBaseTexture( baseTextureVar, baseTextureTransformVar, frameVar, colorVar, alphaVar );
|
|
bMultiplyDiffuseLighting = true;
|
|
bBlendSpecular = true;
|
|
}
|
|
else
|
|
{
|
|
// Just use color here
|
|
}
|
|
|
|
// Draw diffuse lighting
|
|
if( params[baseTextureVar]->IsTexture() || !params[envmapVar]->IsTexture() )
|
|
{
|
|
DrawWorldBumpedDiffuseLighting( bumpmapVar, bumpFrameVar, bumpTransformVar,
|
|
bMultiplyDiffuseLighting, bSSBump );
|
|
bBlendSpecular = true;
|
|
}
|
|
|
|
// Add specular lighting
|
|
if( params[envmapVar]->IsTexture() )
|
|
{
|
|
DrawWorldBumpedSpecularLighting(
|
|
bumpmapVar, envmapVar,
|
|
bumpFrameVar, envmapFrameVar,
|
|
envmapTintVar, alphaVar,
|
|
envmapContrastVar, envmapSaturationVar,
|
|
bumpTransformVar, fresnelReflectionVar,
|
|
bBlendSpecular );
|
|
}
|
|
}
|
|
#endif // GAME_SHADER_DLL
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// GR - translucency query
|
|
//-----------------------------------------------------------------------------
|
|
BlendType_t CBaseVSShader::EvaluateBlendRequirements( int textureVar, bool isBaseTexture,
|
|
int detailTextureVar )
|
|
{
|
|
// Either we've got a constant modulation
|
|
bool isTranslucent = IsAlphaModulating();
|
|
|
|
// Or we've got a vertex alpha
|
|
isTranslucent = isTranslucent || (CurrentMaterialVarFlags() & MATERIAL_VAR_VERTEXALPHA);
|
|
|
|
// Or we've got a texture alpha (for blending or alpha test)
|
|
isTranslucent = isTranslucent || ( TextureIsTranslucent( textureVar, isBaseTexture ) &&
|
|
!(CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST ) );
|
|
|
|
if ( ( detailTextureVar != -1 ) && ( ! isTranslucent ) )
|
|
{
|
|
isTranslucent = TextureIsTranslucent( detailTextureVar, isBaseTexture );
|
|
}
|
|
|
|
if ( CurrentMaterialVarFlags() & MATERIAL_VAR_ADDITIVE )
|
|
{
|
|
return isTranslucent ? BT_BLENDADD : BT_ADD; // Additive
|
|
}
|
|
else
|
|
{
|
|
return isTranslucent ? BT_BLEND : BT_NONE; // Normal blending
|
|
}
|
|
}
|
|
|
|
#ifndef GAME_SHADER_DLL
|
|
|
|
void CBaseVSShader::SetFlashlightVertexShaderConstants( bool bBump, int bumpTransformVar, bool bDetail, int detailScaleVar, bool bSetTextureTransforms )
|
|
{
|
|
Assert( !IsSnapshotting() );
|
|
|
|
VMatrix worldToTexture;
|
|
const FlashlightState_t &flashlightState = s_pShaderAPI->GetFlashlightState( worldToTexture );
|
|
|
|
// Set the flashlight origin
|
|
float pos[4];
|
|
pos[0] = flashlightState.m_vecLightOrigin[0];
|
|
pos[1] = flashlightState.m_vecLightOrigin[1];
|
|
pos[2] = flashlightState.m_vecLightOrigin[2];
|
|
pos[3] = 1.0f / ( ( 0.6f * flashlightState.m_FarZ ) - flashlightState.m_FarZ ); // DX8 needs this
|
|
|
|
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, pos, 1 );
|
|
|
|
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, worldToTexture.Base(), 4 );
|
|
|
|
// Set the flashlight attenuation factors
|
|
float atten[4];
|
|
atten[0] = flashlightState.m_fConstantAtten;
|
|
atten[1] = flashlightState.m_fLinearAtten;
|
|
atten[2] = flashlightState.m_fQuadraticAtten;
|
|
atten[3] = flashlightState.m_FarZ;
|
|
s_pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_5, atten, 1 );
|
|
|
|
if ( bDetail )
|
|
{
|
|
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, BASETEXTURETRANSFORM, detailScaleVar );
|
|
}
|
|
|
|
if( bSetTextureTransforms )
|
|
{
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, BASETEXTURETRANSFORM );
|
|
if( !bDetail && bBump && bumpTransformVar != -1 )
|
|
{
|
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_8, bumpTransformVar ); // aliased on top of detail transform
|
|
}
|
|
}
|
|
}
|
|
|
|
#if SUPPORT_DX8
|
|
void CBaseVSShader::DrawFlashlight_dx80( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBump,
|
|
int bumpmapVar, int bumpmapFrame, int bumpTransform, int flashlightTextureVar, int flashlightTextureFrameVar,
|
|
bool bLightmappedGeneric, bool bWorldVertexTransition, int nWorldVertexTransitionPassID, int baseTexture2Var,
|
|
int baseTexture2FrameVar, bool bTeeth, int nTeethForwardVar, int nTeethIllumFactorVar )
|
|
{
|
|
// FLASHLIGHTFIXME: hack . . need to fix the vertex shader so that it can deal with and without bumps for vertexlitgeneric
|
|
if( !bLightmappedGeneric )
|
|
{
|
|
bBump = false;
|
|
}
|
|
if( pShaderShadow )
|
|
{
|
|
SetInitialShadowState();
|
|
pShaderShadow->EnableDepthWrites( false );
|
|
|
|
// Be sure not to write to dest alpha
|
|
pShaderShadow->EnableAlphaWrites( false );
|
|
|
|
// Never alpha test the flashlight pass
|
|
pShaderShadow->EnableAlphaTest( false );
|
|
|
|
if ( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) )
|
|
{
|
|
// use zfunc zequals since alpha isn't guaranteed to
|
|
// be the same on both the regular pass and the flashlight pass.
|
|
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
|
|
}
|
|
|
|
// Alpha blend
|
|
if( bWorldVertexTransition )
|
|
{
|
|
// use separate alpha blend to make sure that we aren't adding alpha from source
|
|
if( nWorldVertexTransitionPassID == 0 )
|
|
{
|
|
EnableAlphaBlending( SHADER_BLEND_DST_ALPHA, SHADER_BLEND_ONE );
|
|
}
|
|
else
|
|
{
|
|
EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_DST_ALPHA, SHADER_BLEND_ONE );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetAdditiveBlendingShadowState( BASETEXTURE, true );
|
|
}
|
|
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
|
|
if( bLightmappedGeneric )
|
|
{
|
|
bool bUsingVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
|
|
lightmappedgeneric_flashlight_vs11_Static_Index vshIndex;
|
|
vshIndex.SetNORMALMAP( bBump );
|
|
vshIndex.SetWORLDVERTEXTRANSITION( bWorldVertexTransition );
|
|
vshIndex.SetVERTEXCOLOR( bUsingVertexColor );
|
|
pShaderShadow->SetVertexShader( "lightmappedgeneric_flashlight_vs11", vshIndex.GetIndex() );
|
|
|
|
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
|
|
if( bBump )
|
|
{
|
|
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
|
|
}
|
|
if ( bWorldVertexTransition || bUsingVertexColor )
|
|
{
|
|
flags |= VERTEX_COLOR;
|
|
}
|
|
pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, 0 );
|
|
}
|
|
else
|
|
{
|
|
vertexlitgeneric_flashlight_vs11_Static_Index vshIndex;
|
|
vshIndex.SetTEETH( bTeeth );
|
|
pShaderShadow->SetVertexShader( "vertexlitgeneric_flashlight_vs11", vshIndex.GetIndex() );
|
|
|
|
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
|
|
pShaderShadow->VertexShaderVertexFormat( flags, 1, 0, bBump ? 4 : 0 );
|
|
}
|
|
|
|
bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );
|
|
|
|
flashlight_ps11_Static_Index pshIndex;
|
|
pshIndex.SetNORMALMAP( bBump );
|
|
pshIndex.SetNOCULL( bNoCull );
|
|
pShaderShadow->SetPixelShader( "flashlight_ps11", pshIndex.GetIndex() );
|
|
|
|
FogToBlack();
|
|
}
|
|
else
|
|
{
|
|
// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
|
|
// NOTE Tried to divide XY by Z, but doesn't work.
|
|
// The dx9.0c runtime says that we shouldn't have a non-zero dimension when using vertex and pixel shaders.
|
|
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 0, true );
|
|
BindTexture( SHADER_SAMPLER0, flashlightTextureVar, flashlightTextureFrameVar );
|
|
|
|
if( bWorldVertexTransition && ( nWorldVertexTransitionPassID == 1 ) )
|
|
{
|
|
BindTexture( SHADER_SAMPLER1, baseTexture2Var, baseTexture2FrameVar );
|
|
}
|
|
else
|
|
{
|
|
if( params[BASETEXTURE]->IsTexture() )
|
|
{
|
|
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
|
|
}
|
|
else
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
|
|
}
|
|
}
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
|
|
if( bBump )
|
|
{
|
|
BindTexture( SHADER_SAMPLER3, bumpmapVar, bumpmapFrame );
|
|
}
|
|
else
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
|
|
}
|
|
|
|
if( bLightmappedGeneric )
|
|
{
|
|
lightmappedgeneric_flashlight_vs11_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
else
|
|
{
|
|
vertexlitgeneric_flashlight_vs11_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
|
|
if( bTeeth )
|
|
{
|
|
Assert( nTeethForwardVar >= 0 );
|
|
Assert( nTeethIllumFactorVar >= 0 );
|
|
Vector4D lighting;
|
|
params[nTeethForwardVar]->GetVecValue( lighting.Base(), 3 );
|
|
lighting[3] = params[nTeethIllumFactorVar]->GetFloatValue();
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, lighting.Base() );
|
|
}
|
|
|
|
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
|
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
}
|
|
|
|
flashlight_ps11_Dynamic_Index pshIndex;
|
|
pShaderAPI->SetPixelShaderIndex( pshIndex.GetIndex() );
|
|
|
|
SetFlashlightVertexShaderConstants( bBump, bumpTransform, false, -1, true );
|
|
}
|
|
Draw();
|
|
}
|
|
#endif // support_dx8
|
|
|
|
#ifdef STDSHADER_DX9_DLL_EXPORT
|
|
void CBaseVSShader::DrawFlashlight_dx90( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
|
|
IShaderShadow* pShaderShadow, DrawFlashlight_dx90_Vars_t &vars )
|
|
{
|
|
// FLASHLIGHTFIXME: hack . . need to fix the vertex shader so that it can deal with and without bumps for vertexlitgeneric
|
|
if( !vars.m_bLightmappedGeneric )
|
|
{
|
|
vars.m_bBump = false;
|
|
}
|
|
bool bBump2 = vars.m_bWorldVertexTransition && vars.m_bBump && vars.m_nBumpmap2Var != -1 && params[vars.m_nBumpmap2Var]->IsTexture();
|
|
bool bSeamless = vars.m_fSeamlessScale != 0.0;
|
|
bool bDetail = vars.m_bLightmappedGeneric && (vars.m_nDetailVar != -1) && params[vars.m_nDetailVar]->IsDefined() && (vars.m_nDetailScale != -1);
|
|
|
|
int nDetailBlendMode = 0;
|
|
if ( bDetail )
|
|
{
|
|
nDetailBlendMode = GetIntParam( vars.m_nDetailTextureCombineMode, params );
|
|
nDetailBlendMode = nDetailBlendMode > 1 ? 1 : nDetailBlendMode;
|
|
}
|
|
|
|
if( pShaderShadow )
|
|
{
|
|
SetInitialShadowState();
|
|
pShaderShadow->EnableDepthWrites( false );
|
|
pShaderShadow->EnableAlphaWrites( false );
|
|
|
|
// Alpha blend
|
|
SetAdditiveBlendingShadowState( BASETEXTURE, true );
|
|
|
|
// Alpha test
|
|
pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) );
|
|
if ( vars.m_nAlphaTestReference != -1 && params[vars.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
|
|
{
|
|
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[vars.m_nAlphaTestReference]->GetFloatValue() );
|
|
}
|
|
|
|
// Spot sampler
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
|
|
|
|
// Base sampler
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
|
|
|
|
// Normalizing cubemap sampler
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
|
|
|
|
// Normalizing cubemap sampler2 or normal map sampler
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
|
|
|
|
// RandomRotation sampler
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
|
|
|
|
// Flashlight depth sampler
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
|
|
pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER7 );
|
|
|
|
if( vars.m_bWorldVertexTransition )
|
|
{
|
|
// $basetexture2
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, true );
|
|
}
|
|
if( bBump2 )
|
|
{
|
|
// Normalmap2 sampler
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
|
|
}
|
|
if( bDetail )
|
|
{
|
|
pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // detail sampler
|
|
if ( nDetailBlendMode != 0 ) //Not Mod2X
|
|
pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true );
|
|
}
|
|
|
|
pShaderShadow->EnableSRGBWrite( true );
|
|
|
|
if( vars.m_bLightmappedGeneric )
|
|
{
|
|
lightmappedgeneric_flashlight_vs20_Static_Index vshIndex;
|
|
vshIndex.SetWORLDVERTEXTRANSITION( vars.m_bWorldVertexTransition );
|
|
vshIndex.SetNORMALMAP( vars.m_bBump );
|
|
vshIndex.SetSEAMLESS( bSeamless );
|
|
vshIndex.SetDETAIL( bDetail );
|
|
pShaderShadow->SetVertexShader( "lightmappedgeneric_flashlight_vs20", vshIndex.GetIndex() );
|
|
|
|
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
|
|
if( vars.m_bBump )
|
|
{
|
|
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T;
|
|
}
|
|
int numTexCoords = 1;
|
|
if( vars.m_bWorldVertexTransition )
|
|
{
|
|
flags |= VERTEX_COLOR;
|
|
numTexCoords = 2; // need lightmap texcoords to get alpha.
|
|
}
|
|
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
|
|
}
|
|
else
|
|
{
|
|
vertexlitgeneric_flashlight_vs11_Static_Index vshIndex;
|
|
vshIndex.SetTEETH( vars.m_bTeeth );
|
|
pShaderShadow->SetVertexShader( "vertexlitgeneric_flashlight_vs11", vshIndex.GetIndex() );
|
|
|
|
unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL;
|
|
int numTexCoords = 1;
|
|
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, vars.m_bBump ? 4 : 0 );
|
|
}
|
|
|
|
int nBumpMapVariant = 0;
|
|
if ( vars.m_bBump )
|
|
{
|
|
nBumpMapVariant = ( vars.m_bSSBump ) ? 2 : 1;
|
|
}
|
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
int nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode();
|
|
|
|
flashlight_ps20b_Static_Index pshIndex;
|
|
pshIndex.SetNORMALMAP( nBumpMapVariant );
|
|
pshIndex.SetNORMALMAP2( bBump2 );
|
|
pshIndex.SetWORLDVERTEXTRANSITION( vars.m_bWorldVertexTransition );
|
|
pshIndex.SetSEAMLESS( bSeamless );
|
|
pshIndex.SetDETAILTEXTURE( bDetail );
|
|
pshIndex.SetDETAIL_BLEND_MODE( nDetailBlendMode );
|
|
pshIndex.SetFLASHLIGHTDEPTHFILTERMODE( nShadowFilterMode );
|
|
pShaderShadow->SetPixelShader( "flashlight_ps20b", pshIndex.GetIndex() );
|
|
}
|
|
else
|
|
{
|
|
flashlight_ps20_Static_Index pshIndex;
|
|
pshIndex.SetNORMALMAP( nBumpMapVariant );
|
|
pshIndex.SetNORMALMAP2( bBump2 );
|
|
pshIndex.SetWORLDVERTEXTRANSITION( vars.m_bWorldVertexTransition );
|
|
pshIndex.SetSEAMLESS( bSeamless );
|
|
pshIndex.SetDETAILTEXTURE( bDetail );
|
|
pshIndex.SetDETAIL_BLEND_MODE( nDetailBlendMode );
|
|
pShaderShadow->SetPixelShader( "flashlight_ps20", pshIndex.GetIndex() );
|
|
}
|
|
FogToBlack();
|
|
}
|
|
else
|
|
{
|
|
VMatrix worldToTexture;
|
|
ITexture *pFlashlightDepthTexture;
|
|
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
|
|
|
|
SetFlashLightColorFromState( flashlightState, pShaderAPI );
|
|
|
|
BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
|
|
|
|
if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
|
|
{
|
|
BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture, 0 );
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
|
|
|
|
// Tweaks associated with a given flashlight
|
|
float tweaks[4];
|
|
tweaks[0] = ShadowFilterFromState( flashlightState );
|
|
tweaks[1] = ShadowAttenFromState( flashlightState );
|
|
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( params[BASETEXTURE]->IsTexture() && mat_fullbright.GetInt() != 2 )
|
|
{
|
|
BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
|
|
}
|
|
else
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
|
|
}
|
|
if( vars.m_bWorldVertexTransition )
|
|
{
|
|
Assert( vars.m_nBaseTexture2Var >= 0 && vars.m_nBaseTexture2FrameVar >= 0 );
|
|
BindTexture( SHADER_SAMPLER4, vars.m_nBaseTexture2Var, vars.m_nBaseTexture2FrameVar );
|
|
}
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
|
|
if( vars.m_bBump )
|
|
{
|
|
BindTexture( SHADER_SAMPLER3, vars.m_nBumpmapVar, vars.m_nBumpmapFrame );
|
|
}
|
|
else
|
|
{
|
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
|
|
}
|
|
|
|
if( bDetail )
|
|
{
|
|
BindTexture( SHADER_SAMPLER8, vars.m_nDetailVar );
|
|
}
|
|
|
|
if( vars.m_bWorldVertexTransition )
|
|
{
|
|
if( bBump2 )
|
|
{
|
|
BindTexture( SHADER_SAMPLER6, vars.m_nBumpmap2Var, vars.m_nBumpmap2Frame );
|
|
}
|
|
}
|
|
|
|
if( vars.m_bLightmappedGeneric )
|
|
{
|
|
DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 );
|
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
SET_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_flashlight_vs20 );
|
|
if ( bSeamless )
|
|
{
|
|
float const0[4]={ vars.m_fSeamlessScale,0,0,0};
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, const0 );
|
|
}
|
|
|
|
if ( bDetail )
|
|
{
|
|
float vDetailConstants[4] = {1,1,1,1};
|
|
|
|
if ( vars.m_nDetailTint != -1 )
|
|
{
|
|
params[vars.m_nDetailTint]->GetVecValue( vDetailConstants, 3 );
|
|
}
|
|
|
|
if ( vars.m_nDetailTextureBlendFactor != -1 )
|
|
{
|
|
vDetailConstants[3] = params[vars.m_nDetailTextureBlendFactor]->GetFloatValue();
|
|
}
|
|
|
|
pShaderAPI->SetPixelShaderConstant( 0, vDetailConstants, 1 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vertexlitgeneric_flashlight_vs11_Dynamic_Index vshIndex;
|
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
|
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
|
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
|
|
|
|
if( vars.m_bTeeth )
|
|
{
|
|
Assert( vars.m_nTeethForwardVar >= 0 );
|
|
Assert( vars.m_nTeethIllumFactorVar >= 0 );
|
|
Vector4D lighting;
|
|
params[vars.m_nTeethForwardVar]->GetVecValue( lighting.Base(), 3 );
|
|
lighting[3] = params[vars.m_nTeethIllumFactorVar]->GetFloatValue();
|
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
|
|
}
|
|
}
|
|
|
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
|
|
|
|
float vEyePos_SpecExponent[4];
|
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
|
|
vEyePos_SpecExponent[3] = 0.0f;
|
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
|
|
|
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps20b );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows && ( pFlashlightDepthTexture != NULL ) );
|
|
SET_DYNAMIC_PIXEL_SHADER( flashlight_ps20b );
|
|
}
|
|
else
|
|
{
|
|
DECLARE_DYNAMIC_PIXEL_SHADER( flashlight_ps20 );
|
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
|
|
SET_DYNAMIC_PIXEL_SHADER( flashlight_ps20 );
|
|
}
|
|
|
|
float atten[4]; // Set the flashlight attenuation factors
|
|
atten[0] = flashlightState.m_fConstantAtten;
|
|
atten[1] = flashlightState.m_fLinearAtten;
|
|
atten[2] = flashlightState.m_fQuadraticAtten;
|
|
atten[3] = flashlightState.m_FarZ;
|
|
s_pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
|
|
|
|
SetFlashlightVertexShaderConstants( vars.m_bBump, vars.m_nBumpTransform, bDetail, vars.m_nDetailScale, bSeamless ? false : true );
|
|
}
|
|
Draw();
|
|
}
|
|
|
|
#endif
|
|
|
|
void CBaseVSShader::InitParamsUnlitGeneric_DX8(
|
|
int baseTextureVar,
|
|
int detailScaleVar,
|
|
int envmapOptionalVar,
|
|
int envmapVar,
|
|
int envmapTintVar,
|
|
int envmapMaskScaleVar,
|
|
int nDetailBlendMode )
|
|
{
|
|
IMaterialVar** params = s_ppParams;
|
|
|
|
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
|
|
|
|
if( envmapTintVar >= 0 && !params[envmapTintVar]->IsDefined() )
|
|
{
|
|
params[envmapTintVar]->SetVecValue( 1.0f, 1.0f, 1.0f );
|
|
}
|
|
|
|
if( envmapMaskScaleVar >= 0 && !params[envmapMaskScaleVar]->IsDefined() )
|
|
{
|
|
params[envmapMaskScaleVar]->SetFloatValue( 1.0f );
|
|
}
|
|
|
|
if( detailScaleVar >= 0 && !params[detailScaleVar]->IsDefined() )
|
|
{
|
|
params[detailScaleVar]->SetFloatValue( 4.0f );
|
|
}
|
|
|
|
// No texture means no self-illum or env mask in base alpha
|
|
if ( baseTextureVar >= 0 && !params[baseTextureVar]->IsDefined() )
|
|
{
|
|
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 );
|
|
}
|
|
|
|
// Get rid of the envmap if it's optional for this dx level.
|
|
if( envmapOptionalVar >= 0 && params[envmapOptionalVar]->IsDefined() && params[envmapOptionalVar]->GetIntValue() )
|
|
{
|
|
if (envmapVar >= 0)
|
|
{
|
|
params[envmapVar]->SetUndefined();
|
|
}
|
|
}
|
|
|
|
// If mat_specular 0, then get rid of envmap
|
|
if( envmapVar >= 0 && baseTextureVar >= 0 && !g_pConfig->UseSpecular() && params[envmapVar]->IsDefined() && params[baseTextureVar]->IsDefined() )
|
|
{
|
|
params[envmapVar]->SetUndefined();
|
|
}
|
|
}
|
|
|
|
void CBaseVSShader::InitUnlitGeneric_DX8(
|
|
int baseTextureVar,
|
|
int detailVar,
|
|
int envmapVar,
|
|
int envmapMaskVar )
|
|
{
|
|
IMaterialVar** params = s_ppParams;
|
|
|
|
if (baseTextureVar >= 0 && params[baseTextureVar]->IsDefined())
|
|
{
|
|
LoadTexture( baseTextureVar );
|
|
|
|
if (!params[baseTextureVar]->GetTextureValue()->IsTranslucent())
|
|
{
|
|
if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
|
|
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
|
|
}
|
|
}
|
|
|
|
// Don't alpha test if the alpha channel is used for other purposes
|
|
if ( IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
|
|
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
|
|
|
|
// the second texture (if there is one)
|
|
if (detailVar >= 0 && params[detailVar]->IsDefined())
|
|
{
|
|
LoadTexture( detailVar );
|
|
}
|
|
|
|
if (envmapVar >= 0 && params[envmapVar]->IsDefined())
|
|
{
|
|
if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
|
|
LoadCubeMap( envmapVar );
|
|
else
|
|
LoadTexture( envmapVar );
|
|
|
|
if( !g_pHardwareConfig->SupportsCubeMaps() )
|
|
SET_FLAGS(MATERIAL_VAR_ENVMAPSPHERE);
|
|
|
|
if (envmapMaskVar >= 0 && params[envmapMaskVar]->IsDefined())
|
|
LoadTexture( envmapMaskVar );
|
|
}
|
|
}
|
|
#endif // GAME_SHADER_DLL
|
|
|
|
#endif // !_STATIC_LINKED || STDSHADER_DX8_DLL_EXPORT
|
|
|
|
|
|
// Take 0..1 seed and map to (u, v) coordinate to be used in shadow filter jittering...
|
|
void CBaseVSShader::HashShadow2DJitter( const float fJitterSeed, float *fU, float* fV )
|
|
{
|
|
const int nTexRes = 32;
|
|
int nSeed = fmod (fJitterSeed, 1.0f) * nTexRes * nTexRes;
|
|
|
|
int nRow = nSeed / nTexRes;
|
|
int nCol = nSeed % nTexRes;
|
|
|
|
// Div and mod to get an individual texel in the fTexRes x fTexRes grid
|
|
*fU = nRow / (float) nTexRes; // Row
|
|
*fV = nCol / (float) nTexRes; // Column
|
|
}
|
|
|
|
|
|
void CBaseVSShader::DrawEqualDepthToDestAlpha( void )
|
|
{
|
|
#ifdef STDSHADER_DX9_DLL_EXPORT
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
bool bMakeActualDrawCall = false;
|
|
if( s_pShaderShadow )
|
|
{
|
|
s_pShaderShadow->EnableColorWrites( false );
|
|
s_pShaderShadow->EnableAlphaWrites( true );
|
|
s_pShaderShadow->EnableDepthWrites( false );
|
|
s_pShaderShadow->EnableAlphaTest( false );
|
|
s_pShaderShadow->EnableBlending( false );
|
|
|
|
s_pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
|
|
|
|
s_pShaderShadow->SetVertexShader( "depthtodestalpha_vs20", 0 );
|
|
s_pShaderShadow->SetPixelShader( "depthtodestalpha_ps20b", 0 );
|
|
}
|
|
if( s_pShaderAPI )
|
|
{
|
|
s_pShaderAPI->SetVertexShaderIndex( 0 );
|
|
s_pShaderAPI->SetPixelShaderIndex( 0 );
|
|
|
|
bMakeActualDrawCall = s_pShaderAPI->ShouldWriteDepthToDestAlpha();
|
|
}
|
|
Draw( bMakeActualDrawCall );
|
|
}
|
|
#else
|
|
Assert( 0 ); //probably just needs a shader update to the latest
|
|
#endif
|
|
}
|