mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 04:26:03 +08:00
633 lines
22 KiB
C++
633 lines
22 KiB
C++
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//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
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//
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// Purpose: Lightmap only shader
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================
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#include "lightmappedgeneric_dx9_helper.h"
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#include "BaseVSShader.h"
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#include "convar.h"
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#include "SDK_lightmappedgeneric_ps20.inc"
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#include "SDK_lightmappedgeneric_vs20.inc"
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// NOTE: The only reason this is not enabled is because I discovered this bug 10 days before RC1
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// #define SRGB_ENABLED 1
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ConVar mat_disable_lightwarp( "mat_disable_lightwarp", "0" );
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ConVar mat_disable_fancy_blending( "mat_disable_fancy_blending", "0" );
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void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
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{
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// FLASHLIGHTFIXME
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params[info.m_nFlashlightTexture]->SetStringValue( "effects/flashlight001" );
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// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
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if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
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params[info.m_nBaseTexture]->IsDefined() &&
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!( params[info.m_nNoDiffuseBumpLighting]->IsDefined() && params[info.m_nNoDiffuseBumpLighting]->GetIntValue() ) )
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{
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params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
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}
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if( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() )
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{
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if( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 )
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{
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Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
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params[info.m_nEnvmap]->SetUndefined();
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}
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}
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if ( (mat_disable_lightwarp.GetBool() ) &&
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(info.m_nLightWarpTexture != -1) )
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{
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params[info.m_nLightWarpTexture]->SetUndefined();
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}
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if ( (mat_disable_fancy_blending.GetBool() ) &&
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(info.m_nBlendModulateTexture != -1) )
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{
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params[info.m_nBlendModulateTexture]->SetUndefined();
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}
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if( !params[info.m_nEnvmapTint]->IsDefined() )
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params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() )
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params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 );
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if( !params[info.m_nSelfIllumTint]->IsDefined() )
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params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[info.m_nDetailScale]->IsDefined() )
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params[info.m_nDetailScale]->SetFloatValue( 4.0f );
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if( !params[info.m_nFresnelReflection]->IsDefined() )
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params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
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if( !params[info.m_nEnvmapMaskFrame]->IsDefined() )
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params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 );
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if( !params[info.m_nEnvmapFrame]->IsDefined() )
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params[info.m_nEnvmapFrame]->SetIntValue( 0 );
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if( !params[info.m_nBumpFrame]->IsDefined() )
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params[info.m_nBumpFrame]->SetIntValue( 0 );
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if( !params[info.m_nDetailFrame]->IsDefined() )
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params[info.m_nDetailFrame]->SetIntValue( 0 );
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if( !params[info.m_nEnvmapContrast]->IsDefined() )
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params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
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if( !params[info.m_nEnvmapSaturation]->IsDefined() )
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params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
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// No texture means no self-illum or env mask in base alpha
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if ( !params[info.m_nBaseTexture]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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if( params[info.m_nBumpmap]->IsDefined() )
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{
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params[info.m_nEnvmapMask]->SetUndefined();
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0) )
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{
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
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}
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// If mat_specular 0, then get rid of envmap
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if( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
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{
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params[info.m_nEnvmap]->SetUndefined();
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}
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if( !params[info.m_nBaseTextureNoEnvmap]->IsDefined() )
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{
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params[info.m_nBaseTextureNoEnvmap]->SetIntValue( 0 );
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}
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if( !params[info.m_nBaseTexture2NoEnvmap]->IsDefined() )
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{
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params[info.m_nBaseTexture2NoEnvmap]->SetIntValue( 0 );
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}
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}
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void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info )
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{
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if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
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{
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pShader->LoadBumpMap( info.m_nBumpmap );
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}
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if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap2]->IsDefined() )
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{
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pShader->LoadBumpMap( info.m_nBumpmap2 );
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}
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if (params[info.m_nBaseTexture]->IsDefined())
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{
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pShader->LoadTexture( info.m_nBaseTexture );
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if (!params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent())
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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if (params[info.m_nBaseTexture2]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture2 );
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}
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if (params[info.m_nLightWarpTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nLightWarpTexture );
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}
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if ((info.m_nBlendModulateTexture != -1) &&
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(params[info.m_nBlendModulateTexture]->IsDefined()) )
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{
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pShader->LoadTexture( info.m_nBlendModulateTexture );
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}
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if (params[info.m_nDetail]->IsDefined())
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{
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pShader->LoadTexture( info.m_nDetail );
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}
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pShader->LoadTexture( info.m_nFlashlightTexture );
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// Don't alpha test if the alpha channel is used for other purposes
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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{
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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}
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if (params[info.m_nEnvmap]->IsDefined())
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{
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if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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{
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pShader->LoadCubeMap( info.m_nEnvmap );
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}
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else
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{
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pShader->LoadTexture( info.m_nEnvmap );
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}
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if( !g_pHardwareConfig->SupportsCubeMaps() )
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{
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
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}
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if (params[info.m_nEnvmapMask]->IsDefined())
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{
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pShader->LoadTexture( info.m_nEnvmapMask );
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}
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}
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else
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{
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params[info.m_nEnvmapMask]->SetUndefined();
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}
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// We always need this because of the flashlight.
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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}
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void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info )
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{
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bool hasBump = params[info.m_nBumpmap]->IsTexture();
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bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture();
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bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0);
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bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
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bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture();
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bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture();
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bool hasDetailTexture = params[info.m_nDetail]->IsTexture();
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bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0;
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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bool bHasBlendModulateTexture =
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(info.m_nBlendModulateTexture != -1) &&
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(params[info.m_nBlendModulateTexture]->IsTexture() );
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int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask;
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BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture );
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bool hasFlashlight = pShader->UsingFlashlight( params );
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if( hasFlashlight )
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{
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CBaseVSShader::DrawFlashlight_dx90_Vars_t vars;
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vars.m_bBump = hasBump;
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vars.m_nBumpmapVar = info.m_nBumpmap;
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vars.m_nBumpmapFrame = info.m_nBumpFrame;
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vars.m_nBumpTransform = info.m_nBumpTransform;
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vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture;
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vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame;
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vars.m_bLightmappedGeneric = true;
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vars.m_bWorldVertexTransition = hasBaseTexture2;
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vars.m_nBaseTexture2Var = info.m_nBaseTexture2;
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vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame;
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vars.m_nBumpmap2Var = info.m_nBumpmap2;
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vars.m_nBumpmap2Frame = info.m_nBumpFrame2;
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pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars );
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return;
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}
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SHADOW_STATE
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{
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bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
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bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
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// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture );
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unsigned int flags = VERTEX_POSITION;
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if( hasBaseTexture )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
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#ifdef SRGB_ENABLED
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE0, true );
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#else
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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE0, true );
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}
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#endif
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}
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if (hasLightWarpTexture)
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE6, true );
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE6, false );
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}
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if ( bHasBlendModulateTexture )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true );
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE3, false );
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}
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if( hasBaseTexture2 )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE7, true );
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#ifdef SRGB_ENABLED
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE7, true );
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#else
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if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE7, true );
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}
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#endif
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}
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// if( hasLightmap )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
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#ifdef SRGB_ENABLED
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE1, true );
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}
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#endif
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}
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if( hasEnvmap )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true );
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#ifdef SRGB_ENABLED
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if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
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{
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE2, true );
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}
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#endif
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flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
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}
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if( hasDetailTexture )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true );
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}
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if( hasBump )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true );
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}
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if( hasBump2 )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE5, true );
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}
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if( hasEnvmapMask )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE5, true );
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}
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if( hasVertexColor || hasBaseTexture2 )
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{
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flags |= VERTEX_COLOR;
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}
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// Normalizing cube map
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE6, true );
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// texcoord0 : base texcoord
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// texcoord1 : lightmap texcoord
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// texcoord2 : lightmap texcoord offset
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int numTexCoords = 0;
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if( hasBump )
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{
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numTexCoords = 3;
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}
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else
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{
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numTexCoords = 2;
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}
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pShaderShadow->VertexShaderVertexFormat(
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flags, numTexCoords, 0, 0, 0 );
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// Pre-cache pixel shaders
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bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
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bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask );
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SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() );
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SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump );
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SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 );
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DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
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SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
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SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump );
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SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
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SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
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SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
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||
|
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
|
||
|
|
||
|
bool bMaskedBlending=( (info.m_nMaskedBlending != -1) &&
|
||
|
(params[info.m_nMaskedBlending]->GetIntValue() != 0) );
|
||
|
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
|
||
|
SET_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
|
||
|
|
||
|
// HACK HACK HACK - enable alpha writes all the time so that we have them for
|
||
|
// underwater stuff.
|
||
|
// But only do it if we're not using the alpha already for translucency
|
||
|
if( nBlendType != BT_BLENDADD && nBlendType != BT_BLEND && !bIsAlphaTested )
|
||
|
{
|
||
|
pShaderShadow->EnableAlphaWrites( true );
|
||
|
}
|
||
|
|
||
|
SET_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
|
||
|
|
||
|
#ifdef SRGB_ENABLED
|
||
|
pShaderShadow->EnableSRGBWrite( true );
|
||
|
#else
|
||
|
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
||
|
{
|
||
|
pShaderShadow->EnableSRGBWrite( true );
|
||
|
}
|
||
|
#endif
|
||
|
pShader->DefaultFog();
|
||
|
}
|
||
|
DYNAMIC_STATE
|
||
|
{
|
||
|
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
|
||
|
bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
|
||
|
if( hasBaseTexture )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pShaderAPI->BindWhite( SHADER_TEXTURE_STAGE0 );
|
||
|
}
|
||
|
|
||
|
if( hasBaseTexture2 )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame );
|
||
|
}
|
||
|
// if( hasLightmap )
|
||
|
{
|
||
|
pShaderAPI->BindLightmap( SHADER_TEXTURE_STAGE1 );
|
||
|
}
|
||
|
if( hasEnvmap )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE2, info.m_nEnvmap, info.m_nEnvmapFrame );
|
||
|
}
|
||
|
if( hasDetailTexture )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE3, info.m_nDetail, info.m_nDetailFrame );
|
||
|
}
|
||
|
if( hasBump )
|
||
|
{
|
||
|
if( !g_pConfig->m_bFastNoBump )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE4, info.m_nBumpmap, info.m_nBumpFrame );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pShaderAPI->BindFlatNormalMap( SHADER_TEXTURE_STAGE4 );
|
||
|
}
|
||
|
}
|
||
|
if( hasBump2 )
|
||
|
{
|
||
|
if( !g_pConfig->m_bFastNoBump )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE5, info.m_nBumpmap2, info.m_nBumpFrame2 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pShaderAPI->BindFlatNormalMap( SHADER_TEXTURE_STAGE4 );
|
||
|
}
|
||
|
}
|
||
|
if( hasEnvmapMask )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
|
||
|
}
|
||
|
|
||
|
if ( hasLightWarpTexture )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE6, info.m_nLightWarpTexture, 0 );
|
||
|
}
|
||
|
else
|
||
|
pShaderAPI->BindSignedNormalizationCubeMap( SHADER_TEXTURE_STAGE6 );
|
||
|
|
||
|
if ( bHasBlendModulateTexture )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE3, info.m_nBlendModulateTexture, 0 );
|
||
|
}
|
||
|
// If we don't have a texture transform, we don't have
|
||
|
// to set vertex shader constants or run vertex shader instructions
|
||
|
// for the texture transform.
|
||
|
bool bHasTextureTransform =
|
||
|
!( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() &&
|
||
|
params[info.m_nBumpTransform]->MatrixIsIdentity() &&
|
||
|
params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() );
|
||
|
|
||
|
bool bHasBlendMaskTransform= (
|
||
|
(info.m_nBlendMaskTransform != -1) &&
|
||
|
(info.m_nMaskedBlending != -1) &&
|
||
|
(params[info.m_nMaskedBlending]->GetIntValue() ) &&
|
||
|
( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) );
|
||
|
|
||
|
bHasTextureTransform |= bHasBlendMaskTransform;
|
||
|
|
||
|
bool bVertexShaderFastPath = !bHasTextureTransform;
|
||
|
if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0 )
|
||
|
{
|
||
|
bVertexShaderFastPath = false;
|
||
|
}
|
||
|
if( params[info.m_nDetail]->IsTexture() )
|
||
|
{
|
||
|
bVertexShaderFastPath = false;
|
||
|
}
|
||
|
|
||
|
if (bHasBlendMaskTransform)
|
||
|
{
|
||
|
pShader->SetVertexShaderTextureTransform(
|
||
|
VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nBlendMaskTransform );
|
||
|
}
|
||
|
|
||
|
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
|
||
|
pShader->ComputeModulationColor( color );
|
||
|
if( !( bVertexShaderFastPath && color[0] == 1.0f && color[1] == 1.0f && color[2] == 1.0f && color[3] == 1.0f ) )
|
||
|
{
|
||
|
bVertexShaderFastPath = false;
|
||
|
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
|
||
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
|
||
|
// If we have a detail texture, then the bump texcoords are the same as the base texcoords.
|
||
|
if( hasBump && !hasDetailTexture )
|
||
|
{
|
||
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
|
||
|
}
|
||
|
if( hasEnvmapMask )
|
||
|
{
|
||
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
|
||
|
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO(
|
||
|
LIGHTING_PREVIEW,
|
||
|
(pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING))?1:0
|
||
|
);
|
||
|
SET_DYNAMIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
|
||
|
|
||
|
bool bPixelShaderFastPath = true;
|
||
|
if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0 )
|
||
|
{
|
||
|
bPixelShaderFastPath = false;
|
||
|
}
|
||
|
float envmapTintVal[4];
|
||
|
float selfIllumTintVal[4];
|
||
|
params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 );
|
||
|
params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 );
|
||
|
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
|
||
|
float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue();
|
||
|
float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue();
|
||
|
|
||
|
#ifdef _DEBUG
|
||
|
float envmapTintOverride = mat_envmaptintoverride.GetFloat();
|
||
|
float envmapTintScaleOverride = mat_envmaptintscale.GetFloat();
|
||
|
|
||
|
if( envmapTintOverride != -1.0f )
|
||
|
{
|
||
|
envmapTintVal[0] = envmapTintVal[1] = envmapTintVal[2] = envmapTintOverride;
|
||
|
}
|
||
|
if( envmapTintScaleOverride != -1.0f )
|
||
|
{
|
||
|
envmapTintVal[0] *= envmapTintScaleOverride;
|
||
|
envmapTintVal[1] *= envmapTintScaleOverride;
|
||
|
envmapTintVal[2] *= envmapTintScaleOverride;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f);
|
||
|
bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f);
|
||
|
bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f);
|
||
|
bool bUsingEnvMapTint = hasEnvmap && (envmapTintVal[0] != 1.0f || envmapTintVal[1] != 1.0f || envmapTintVal[2] != 1.0f);
|
||
|
if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular )
|
||
|
{
|
||
|
bPixelShaderFastPath = false;
|
||
|
}
|
||
|
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPTINT, bPixelShaderFastPath && bUsingEnvMapTint );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
|
||
|
// Don't write fog to alpha if we're using translucency
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) &&
|
||
|
(nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO(
|
||
|
LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING));
|
||
|
|
||
|
SET_DYNAMIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
|
||
|
|
||
|
// always set the transform for detail textures since I'm assuming that you'll
|
||
|
// always have a detailscale.
|
||
|
if( hasDetailTexture )
|
||
|
{
|
||
|
pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
|
||
|
}
|
||
|
|
||
|
if ( !bPixelShaderFastPath || bUsingEnvMapTint )
|
||
|
{
|
||
|
pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1 );
|
||
|
}
|
||
|
|
||
|
if( !bPixelShaderFastPath )
|
||
|
{
|
||
|
pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
|
||
|
pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );
|
||
|
pShader->SetPixelShaderConstant( 7, info.m_nSelfIllumTint );
|
||
|
|
||
|
// [ 0, 0 ,0, R(0) ]
|
||
|
float fresnel[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
|
||
|
fresnel[3] = params[info.m_nFresnelReflection]->GetFloatValue();
|
||
|
pShaderAPI->SetPixelShaderConstant( 4, fresnel );
|
||
|
|
||
|
// [ 0, 0 ,0, 1-R(0) ]
|
||
|
fresnel[3] = 1.0f - fresnel[3];
|
||
|
pShaderAPI->SetPixelShaderConstant( 5, fresnel );
|
||
|
}
|
||
|
|
||
|
float eyePos[4];
|
||
|
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
|
||
|
pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
|
||
|
pShaderAPI->SetPixelShaderFogParams( 11 );
|
||
|
|
||
|
if( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z )
|
||
|
{
|
||
|
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
|
||
|
{
|
||
|
pShader->SetWaterFogColorPixelShaderConstantLinear( 14 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pShader->SetWaterFogColorPixelShaderConstantGamma( 14 );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
pShader->Draw();
|
||
|
}
|