mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 04:26:03 +08:00
682 lines
25 KiB
C++
682 lines
25 KiB
C++
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//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=====================================================================================//
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#include "skin_dx9_helper.h"
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#include "convar.h"
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#define C_CODE_HACK
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#include "cpp_shader_constant_register_map.h"
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#undef C_CODE_HACK
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#include "basevsshader.h"
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#include "SDK_skin_vs20.inc"
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#include "SDK_skin_ps20.inc"
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#include "SDK_skin_ps20b.inc"
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#include "convar.h"
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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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// Textures may be bound to the following samplers:
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// SHADER_TEXTURE_STAGE0 Base (Albedo) / Gloss in alpha
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// SHADER_TEXTURE_STAGE1 Environment
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// SHADER_TEXTURE_STAGE2 Lighting warp texture
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// SHADER_TEXTURE_STAGE3 Normal Map
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// SHADER_TEXTURE_STAGE4 Env mask / Flashlight Shadow Depth Map
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// SHADER_TEXTURE_STAGE5 Normalization cube map
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// SHADER_TEXTURE_STAGE6 Flashlight Cookie
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// SHADER_TEXTURE_STAGE7 Specular exponent
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static ConVar r_phong( "r_phong", "1" );
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//-----------------------------------------------------------------------------
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// Initialize shader parameters
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//-----------------------------------------------------------------------------
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void InitParamsSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info )
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{
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
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Assert( info.m_nFlashlightTexture >= 0 );
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params[info.m_nFlashlightTexture]->SetStringValue( "effects/flashlight001" );
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// Write over $basetexture with $info.m_nBumpmap if we are going to be using diffuse normal mapping.
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if( info.m_nAlbedo != -1 && g_pConfig->UseBumpmapping() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
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params[info.m_nBaseTexture]->IsDefined() )
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{
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params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
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}
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// default to 'MODEL' mode...
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if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ))
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SET_FLAGS( MATERIAL_VAR_MODEL );
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if( bVertexLitGeneric )
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{
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SET_FLAGS( MATERIAL_VAR_MODEL );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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}
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if( !params[info.m_nEnvmapMaskFrame]->IsDefined() )
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{
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params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 );
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}
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if( !params[info.m_nEnvmapTint]->IsDefined() )
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{
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params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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// With HDR, we don't support envmap contrast and saturation since they were
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// trying to emulate HDR effects.
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if( !params[info.m_nEnvmapContrast]->IsDefined())
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{
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params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
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}
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// With HDR, we don't support envmap contrast and saturation since they were
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// trying to emulate HDR effects.
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if( !params[info.m_nEnvmapSaturation]->IsDefined() )
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{
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params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
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}
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if( !params[info.m_nEnvmapFrame]->IsDefined() )
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{
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params[info.m_nEnvmapFrame]->SetIntValue( 0 );
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}
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if( (info.m_nBumpFrame != -1) && !params[info.m_nBumpFrame]->IsDefined() )
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{
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params[info.m_nBumpFrame]->SetIntValue( 0 );
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}
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// No texture means no env mask in base alpha
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if ( !params[info.m_nBaseTexture]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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if( ( (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() ) || params[info.m_nEnvmap]->IsDefined() )
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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}
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else
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{
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CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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}
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/*
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bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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if( hasNormalMapAlphaEnvmapMask )
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{
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params[info.m_nEnvmapMask]->SetUndefined();
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// if( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) && info.m_nBumpmap != -1 &&
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// params[info.m_nBumpmap]->IsDefined() && !hasNormalMapAlphaEnvmapMask )
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// {
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// Warning( "material %s has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular.\n\n", pMaterialName );
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// params[info.m_nEnvmap]->SetUndefined();
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// }
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if( params[info.m_nEnvmapMask]->IsDefined() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() )
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{
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params[info.m_nEnvmapMask]->SetUndefined();
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if( !hasNormalMapAlphaEnvmapMask )
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{
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Warning( "material %s has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.\n\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_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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*/
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}
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//-----------------------------------------------------------------------------
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// Initialize shader
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//-----------------------------------------------------------------------------
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void InitSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info )
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{
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Assert( info.m_nFlashlightTexture >= 0 );
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pShader->LoadTexture( info.m_nFlashlightTexture );
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bool bIsBaseTextureTranslucent = false;
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if ( params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture );
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if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
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{
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bIsBaseTextureTranslucent = true;
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}
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}
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if ( (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsDefined() &&
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(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nPhongExponentTexture );
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}
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if ( (info.m_nLightWarpTexture != -1) && params[info.m_nLightWarpTexture]->IsDefined() &&
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(info.m_nPhong != -1) && params[info.m_nPhong]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nLightWarpTexture );
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}
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// Optional tint...white by default
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if( (info.m_nSelfIllumTint != -1) && (!params[info.m_nSelfIllumTint]->IsDefined()) )
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{
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params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
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}
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// No alpha channel in any of the textures? No envmapmask
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if ( !bIsBaseTextureTranslucent )
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{
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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if ( g_pConfig->UseBumpmapping() )
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{
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
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{
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pShader->LoadBumpMap( info.m_nBumpmap );
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SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
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}
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}
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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_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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}
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if ( (info.m_nLightWarpTexture != -1) && 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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//-----------------------------------------------------------------------------
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// Draws the shader
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//-----------------------------------------------------------------------------
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void DrawSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info )
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{
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bool hasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
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bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
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bool hasDiffuseLighting = bVertexLitGeneric;
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// bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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// bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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bool hasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
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bool hasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0;
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// Tie these to specular
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bool hasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 );
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bool hasSpecularExponentTexture = (info.m_nPhongExponentTexture != -1) && params[info.m_nPhongExponentTexture]->IsTexture();
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bool hasLightingWarp = (info.m_nLightWarpTexture != -1) && params[info.m_nLightWarpTexture]->IsTexture();
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BlendType_t blendType;
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if ( params[info.m_nBaseTexture]->IsTexture() )
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{
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blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
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}
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else
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{
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blendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
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}
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if( pShader->IsSnapshotting() )
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{
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// look at color and alphamod stuff.
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// Unlit generic never uses the flashlight
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bool hasFlashlight = hasDiffuseLighting && CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT );
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bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
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bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture();
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bool bHasNormal = bVertexLitGeneric || hasEnvmap;
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if( hasFlashlight ) hasEnvmapMask = false;
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bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
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// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
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}
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if( hasFlashlight )
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
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}
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else
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
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}
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if( bIsAlphaTested )
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{
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// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
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// be the same on both the regular pass and the flashlight pass.
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pShaderShadow->EnableAlphaTest( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
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}
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pShaderShadow->EnableBlending( true );
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pShaderShadow->EnableDepthWrites( false );
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}
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else
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{
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if (params[info.m_nBaseTexture]->IsTexture())
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{
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pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
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}
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else
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{
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pShader->SetDefaultBlendingShadowState( info.m_nEnvmapMask, false );
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}
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}
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unsigned int flags = VERTEX_POSITION;
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if( bHasNormal )
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{
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flags |= VERTEX_NORMAL;
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}
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int userDataSize = 0;
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if( hasBaseTexture )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); // Base (albedo) map
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pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE0, true );
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}
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if( hasLightingWarp )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true ); // Light warp texture
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}
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if( hasSpecularExponentTexture && hasPhong )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE7, true ); // Specular exponent map
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}
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if( hasEnvmap )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true ); // Environment map
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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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}
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if( hasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE6, true ); // Shadow depth map
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true ); // Env map mask
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userDataSize = 4; // tangent S
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}
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if( hasBump )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true ); // Normal map
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userDataSize = 4; // tangent S
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE5, true ); // Normalizing cube map
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}
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if( hasEnvmapMask )
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{
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true ); // Env map mask
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}
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if( hasVertexColor || hasVertexAlpha )
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{
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flags |= VERTEX_COLOR;
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}
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pShaderShadow->EnableSRGBWrite( true );
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// texcoord0 : base texcoord
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const int numTexCoords = 1;
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int numBoneWeights = 0;
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if( IS_FLAG_SET( MATERIAL_VAR_MODEL ) )
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{
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numBoneWeights = 3;
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flags |= VERTEX_BONE_INDEX;
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}
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pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, NULL, numBoneWeights, userDataSize );
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if ( hasBump )
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{
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DECLARE_STATIC_VERTEX_SHADER( sdk_skin_vs20 );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
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SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor || hasVertexAlpha );
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SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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SET_STATIC_VERTEX_SHADER( sdk_skin_vs20 );
|
||
|
|
||
|
// ps_2_b shader so we can get phong and other effects
|
||
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( sdk_skin_ps20b );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPTEXTURE, hasBump );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasLightingWarp && hasPhong );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( PHONGEXPONENTTEXTURE, hasSpecularExponentTexture && hasPhong );
|
||
|
SET_STATIC_PIXEL_SHADER( sdk_skin_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( sdk_skin_ps20 );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPTEXTURE, hasBump );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
|
||
|
SET_STATIC_PIXEL_SHADER( sdk_skin_ps20 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_STATIC_VERTEX_SHADER( sdk_skin_vs20 );
|
||
|
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, hasVertexColor || hasVertexAlpha );
|
||
|
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert );
|
||
|
SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
|
||
|
SET_STATIC_VERTEX_SHADER( sdk_skin_vs20 );
|
||
|
|
||
|
// ps_2_b shader so we can get phong and other effects
|
||
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( sdk_skin_ps20b );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPTEXTURE, hasBump );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, hasLightingWarp && hasPhong );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( PHONGEXPONENTTEXTURE, hasSpecularExponentTexture && hasPhong );
|
||
|
SET_STATIC_PIXEL_SHADER( sdk_skin_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_STATIC_PIXEL_SHADER( sdk_skin_ps20 );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE, hasBaseTexture );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( BUMPTEXTURE, hasBump );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
|
||
|
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
|
||
|
SET_STATIC_PIXEL_SHADER( sdk_skin_ps20 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( hasFlashlight )
|
||
|
{
|
||
|
pShader->FogToBlack();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
pShader->DefaultFog();
|
||
|
}
|
||
|
|
||
|
// HACK HACK HACK - enable alpha writes all the time so that we have them for
|
||
|
// underwater stuff
|
||
|
if( blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested )
|
||
|
{
|
||
|
pShaderShadow->EnableAlphaWrites( true );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
bool hasFlashlight = hasDiffuseLighting && pShaderAPI->InFlashlightMode();
|
||
|
bool hasEnvmap = !hasFlashlight && params[info.m_nEnvmap]->IsTexture();
|
||
|
bool hasEnvmapMask = !hasFlashlight && params[info.m_nEnvmapMask]->IsTexture();
|
||
|
|
||
|
if( hasBaseTexture )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
|
||
|
}
|
||
|
|
||
|
if( hasLightingWarp && hasPhong )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE2, info.m_nLightWarpTexture );
|
||
|
}
|
||
|
|
||
|
if( hasSpecularExponentTexture && hasPhong )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE7, info.m_nPhongExponentTexture );
|
||
|
}
|
||
|
|
||
|
if( hasEnvmap )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE1, info.m_nEnvmap, info.m_nEnvmapFrame );
|
||
|
}
|
||
|
if( !g_pConfig->m_bFastNoBump )
|
||
|
{
|
||
|
if( hasBump )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE3, info.m_nBumpmap, info.m_nBumpFrame );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if( hasBump )
|
||
|
{
|
||
|
pShaderAPI->BindFlatNormalMap( SHADER_TEXTURE_STAGE3 );
|
||
|
}
|
||
|
}
|
||
|
if( hasEnvmapMask )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
|
||
|
}
|
||
|
bool bHasFlashlightDepth = false;
|
||
|
if( hasFlashlight )
|
||
|
{
|
||
|
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
|
||
|
VMatrix worldToTexture;
|
||
|
ITexture *pFlashlightDepthTexture;
|
||
|
FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
|
||
|
SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
|
||
|
|
||
|
if( pFlashlightDepthTexture )
|
||
|
{
|
||
|
pShader->BindTexture( SHADER_TEXTURE_STAGE4, pFlashlightDepthTexture, 0 );
|
||
|
bHasFlashlightDepth = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int lightCombo = 0;
|
||
|
if( bVertexLitGeneric && !hasFlashlight )
|
||
|
{
|
||
|
lightCombo = pShaderAPI->GetCurrentLightCombo();
|
||
|
}
|
||
|
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
|
||
|
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
|
||
|
int numBones = pShaderAPI->GetCurrentNumBones();
|
||
|
|
||
|
if ( hasBump )
|
||
|
{
|
||
|
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_skin_vs20 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHT_COMBO, lightCombo );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_BONES, numBones );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, hasDiffuseLighting && pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
|
||
|
SET_DYNAMIC_VERTEX_SHADER( sdk_skin_vs20 );
|
||
|
|
||
|
// Bind ps_2_b shader so we can get phong and other effects
|
||
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20b );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHT_COMBO, lightCombo );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTH, bHasFlashlightDepth );
|
||
|
|
||
|
SET_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHT_COMBO, lightCombo );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTH, bHasFlashlightDepth );
|
||
|
SET_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20 );
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_skin_vs20 );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHT_COMBO, lightCombo );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_BONES, numBones );
|
||
|
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, hasDiffuseLighting && pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
|
||
|
SET_DYNAMIC_VERTEX_SHADER( sdk_skin_vs20 );
|
||
|
|
||
|
// Bind ps_2_b shader so we can get phong and other effects
|
||
|
if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20b );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHT_COMBO, lightCombo );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTH, bHasFlashlightDepth );
|
||
|
// SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, hasDiffuseLighting && pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING));
|
||
|
SET_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20b );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20 );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHT_COMBO, lightCombo );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z && blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
|
||
|
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTH, bHasFlashlightDepth );
|
||
|
// SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, hasDiffuseLighting && pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING));
|
||
|
SET_DYNAMIC_PIXEL_SHADER( sdk_skin_ps20 );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
|
||
|
|
||
|
if( hasBump )
|
||
|
{
|
||
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
|
||
|
}
|
||
|
if( hasEnvmapMask )
|
||
|
{
|
||
|
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
|
||
|
}
|
||
|
|
||
|
if( hasEnvmap )
|
||
|
{
|
||
|
pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1, true );
|
||
|
}
|
||
|
|
||
|
pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
|
||
|
|
||
|
pShader->SetPixelShaderConstant( PSREG_ENVMAP_CONTRAST, info.m_nEnvmapContrast );
|
||
|
pShader->SetPixelShaderConstant( PSREG_ENVMAP_SATURATION, info.m_nEnvmapSaturation );
|
||
|
pShader->SetPixelShaderConstant( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint );
|
||
|
|
||
|
pShader->SetAmbientCubeDynamicStateVertexShader();
|
||
|
|
||
|
pShaderAPI->BindSignedNormalizationCubeMap( SHADER_TEXTURE_STAGE5 );
|
||
|
pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE );
|
||
|
// int numLights = 2;
|
||
|
// if ( g_pHardwareConfig->SupportsPixelShaders_2_b() ) // four lights on ps_2_b
|
||
|
// numLights = 4;
|
||
|
pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY ); // , numlights );
|
||
|
|
||
|
if( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z )
|
||
|
{
|
||
|
pShader->SetWaterFogColorPixelShaderConstantLinear( PSREG_WATER_FOG_COLOR );
|
||
|
}
|
||
|
|
||
|
// Pack phong exponent in with the eye position
|
||
|
float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {0, 0.5, 1, 1};
|
||
|
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
|
||
|
|
||
|
if ( info.m_nPhongExponent != -1 )
|
||
|
vEyePos_SpecExponent[3] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map
|
||
|
else
|
||
|
vEyePos_SpecExponent[3] = 0; // Use the alpha channel of the normal map for the exponent
|
||
|
|
||
|
if ( info.m_nPhongFresnelRanges != -1 )
|
||
|
params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional fresnel range parameters
|
||
|
|
||
|
if ( info.m_nPhongBoost != -1 ) // Grab optional phong boost param
|
||
|
vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue();
|
||
|
else
|
||
|
vFresnelRanges_SpecBoost[3] = 1.0f;
|
||
|
|
||
|
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
|
||
|
pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
|
||
|
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
|
||
|
|
||
|
|
||
|
// flashlightfixme: put this in common code.
|
||
|
if( hasFlashlight )
|
||
|
{
|
||
|
VMatrix worldToTexture;
|
||
|
const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
|
||
|
|
||
|
// 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;
|
||
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
|
||
|
|
||
|
// 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];
|
||
|
|
||
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION, pos, 1 );
|
||
|
|
||
|
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
|
||
|
}
|
||
|
}
|
||
|
}
|