Files
cool-source-archive/materialsystem/stdshadersdx11/lightmappedgeneric_dx11_helper.cpp
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

1236 lines
45 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================
#include "lightmappedgeneric_dx11_helper.h"
#include "BaseVSShader.h"
#include "../stdshaders/commandbuilder.h"
#include "convar.h"
#include "tier0/vprof.h"
#include <type_traits>
#include "lightmappedgeneric_ps40.inc"
#include "lightmappedgeneric_vs40.inc"
//#include "lightmappedadv_flashlight_ps30.inc"
//#include "lightmappedadv_flashlight_vs30.inc"
#include "tier0/memdbgon.h"
ConVar mat_disable_lightwarp( "mat_disable_lightwarp", "0" );
ConVar mat_disable_fancy_blending( "mat_disable_fancy_blending", "0" );
ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
static ConVar r_csm_blend_tweak( "r_csm_blend_tweak", "16" );
ConVar mat_enable_lightmapped_phong( "mat_enable_lightmapped_phong", "1", FCVAR_ARCHIVE, "If 1, allow phong on world brushes. If 0, disallow. mat_force_lightmapped_phong does not work if this value is 0." );
ConVar mat_force_lightmapped_phong( "mat_force_lightmapped_phong", "1", FCVAR_CHEAT, "Forces the use of phong on all LightmappedAdv textures, regardless of setting in VMT." );
ConVar mat_force_lightmapped_phong_boost( "mat_force_lightmapped_phong_boost", "5.0", FCVAR_CHEAT );
ConVar mat_force_lightmapped_phong_exp( "mat_force_lightmapped_phong_exp", "50.0", FCVAR_CHEAT );
static ALIGN16 LightmappedGeneric_CBuffer_t s_LightmappedGeneric_CBuffer;
ConstantBufferHandle_t g_hLightmappedGeneric_CBuffer;
// The idea behind the context is to only query the material parameters and calculate stuff
// on shadow state or when the material's parameters have changed. This way, in dynamic state,
// we can update constants and bind stuff as quickly as possible.
class CLightmappedGeneric_DX11_Context : public CBasePerMaterialContextData
{
public:
uint8 *m_pStaticCmds;
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut;
bool m_bVertexShaderFastPath;
bool m_bPixelShaderFastPath;
bool m_bPixelShaderForceFastPathBecauseOutline;
bool m_bFullyOpaque;
bool m_bFullyOpaqueWithoutAlphaTest;
bool m_bSeamlessMapping;
bool m_bHasBlendMaskTransform;
bool m_bHasTextureTransform;
bool m_bHasEnvmapMask;
bool m_bHasBump;
bool m_bHasBump2;
bool m_bHasDetailTexture;
bool m_bHasEnvmap;
bool m_bHasOutline;
bool m_bHasSoftEdges;
LightmappedGeneric_CBuffer_t m_Constants;
void ResetStaticCmds( void )
{
if ( m_pStaticCmds )
{
delete[] m_pStaticCmds;
m_pStaticCmds = NULL;
}
}
CLightmappedGeneric_DX11_Context( void )
{
m_pStaticCmds = NULL;
m_bSeamlessMapping = false;
m_bHasBlendMaskTransform = false;
m_bHasTextureTransform = false;
m_bHasEnvmapMask = false;
m_bHasBump = false;
m_bHasBump2 = false;
m_bHasDetailTexture = false;
m_bHasOutline = false;
m_bHasSoftEdges = false;
}
~CLightmappedGeneric_DX11_Context( void )
{
ResetStaticCmds();
}
};
void DrawLightmappedAdvFlashlight_DX11_Internal( CBaseVSShader *pShader, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow *pShaderShadow, const LightmappedAdvFlashlight_DX11_Vars_t &vars )
{
#if 0
Assert( vars.m_bLightmappedGeneric );
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_nDetailVar != -1 ) && params[vars.m_nDetailVar]->IsDefined() && ( vars.m_nDetailScale != -1 );
bool bPhong = params[vars.m_nPhong]->GetIntValue() != 0;
int nDetailBlendMode = 0;
if ( bDetail )
{
// nDetailBlendMode = GetIntParam( vars.m_nDetailTextureCombineMode, params );
// nDetailBlendMode = nDetailBlendMode > 1 ? 1 : nDetailBlendMode;
}
PhongMaskVariant_t nPhongMaskVariant = PHONGMASK_NONE;
if ( bPhong )
{
if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
{
nPhongMaskVariant = PHONGMASK_BASEALPHA;
}
else if ( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) )
{
nPhongMaskVariant = PHONGMASK_NORMALALPHA;
}
else if ( params[vars.m_nPhongMask]->IsDefined() )
{
nPhongMaskVariant = PHONGMASK_STANDALONE;
}
}
if ( pShaderShadow )
{
pShader->SetInitialShadowState();
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
// Alpha blend
pShader->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 );
}
if ( nPhongMaskVariant == PHONGMASK_STANDALONE )
{
// phong mask sampler
pShaderShadow->EnableTexture( SHADER_SAMPLER9, true );
}
pShaderShadow->EnableSRGBWrite( true );
DECLARE_STATIC_VERTEX_SHADER( lightmappedadv_flashlight_vs40 );
SET_STATIC_VERTEX_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition );
SET_STATIC_VERTEX_SHADER_COMBO( NORMALMAP, vars.m_bBump );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamless );
SET_STATIC_VERTEX_SHADER_COMBO( DETAIL, bDetail );
SET_STATIC_VERTEX_SHADER_COMBO( PHONG, bPhong );
SET_STATIC_VERTEX_SHADER( lightmappedadv_flashlight_vs40 );
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 );
int nBumpMapVariant = 0;
if ( vars.m_bBump )
{
nBumpMapVariant = ( vars.m_bSSBump ) ? 2 : 1;
}
DECLARE_STATIC_PIXEL_SHADER( lightmappedadv_flashlight_ps40 );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP, nBumpMapVariant );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAP2, bBump2 );
SET_STATIC_PIXEL_SHADER_COMBO( WORLDVERTEXTRANSITION, vars.m_bWorldVertexTransition );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamless );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bDetail );
SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, 0 );
SET_STATIC_PIXEL_SHADER_COMBO( PHONG, bPhong );
SET_STATIC_PIXEL_SHADER_COMBO( PHONGMASK, nPhongMaskVariant );
SET_STATIC_PIXEL_SHADER( lightmappedadv_flashlight_ps40 );
pShader->FogToBlack();
}
else
{
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
if ( pFlashlightDepthTexture == NULL )
{
const int iFlashlightShadowIndex = ( flashlightState.m_nShadowQuality >> 16 ) & 0xFF;
if ( iFlashlightShadowIndex >= 0
&& iFlashlightShadowIndex <= ( INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_LAST - INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_FIRST ) )
{
pFlashlightDepthTexture = (ITexture *)pShaderAPI->GetIntRenderingParameter( INT_FLASHLIGHT_DEPTHTEXTURE_FALLBACK_FIRST + iFlashlightShadowIndex );
}
}
SetFlashLightColorFromState( flashlightState, pShaderAPI );
pShader->BindTexture( SHADER_SAMPLER0, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
{
pShader->BindTexture( SHADER_SAMPLER7, pFlashlightDepthTexture, 0 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
// Tweaks associated with a given flashlight
float tweaks[4];
tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution;
tweaks[1] = ShadowAttenFromState( flashlightState );
pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, tweaks, 1 );
// Dimensions of screen, used for screen-space noise map sampling
float vScreenScale[4] = { 1280.0f / 32.0f, 720.0f / 32.0f, 0, 0 };
int nWidth, nHeight;
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
vScreenScale[0] = static_cast<float>( nWidth ) / 32.0f;
vScreenScale[1] = static_cast<float>( nHeight ) / 32.0f;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
}
if ( params[BASETEXTURE]->IsTexture() && mat_fullbright.GetInt() != 2 )
{
pShader->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 );
pShader->BindTexture( SHADER_SAMPLER4, vars.m_nBaseTexture2Var, vars.m_nBaseTexture2FrameVar );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_NORMALIZATION_CUBEMAP );
if ( vars.m_bBump )
{
pShader->BindTexture( SHADER_SAMPLER3, vars.m_nBumpmapVar, vars.m_nBumpmapFrame );
}
else
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALIZATION_CUBEMAP );
}
if ( bDetail )
{
pShader->BindTexture( SHADER_SAMPLER8, vars.m_nDetailVar );
}
if ( bBump2 )
{
pShader->BindTexture( SHADER_SAMPLER6, vars.m_nBumpmap2Var, vars.m_nBumpmap2Frame );
}
if ( nPhongMaskVariant == PHONGMASK_STANDALONE )
{
pShader->BindTexture( SHADER_SAMPLER9, vars.m_nPhongMask, vars.m_nPhongMaskFrame );
}
DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedadv_flashlight_vs40 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER( lightmappedadv_flashlight_vs40 );
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 );
}
if ( bPhong )
{
float vEyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos );
vEyePos[3] = 0.0f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, vEyePos );
}
pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
float vEyePos_SpecExponent[4];
pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
vEyePos_SpecExponent[3] = params[vars.m_nPhongExponent]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
static IShaderDynamicAPI *shaderAPI;
shaderAPI = pShaderAPI;
auto func = []( int var, const float *pVec, int nConsts )
{
shaderAPI->SetPixelShaderConstant( var, pVec, nConsts );
};
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedadv_flashlight_ps40 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, flashlightState.m_bEnableShadows );
SET_DYNAMIC_PIXEL_SHADER_COMBO( UBERLIGHT, flashlightState.m_bUberlight );
SET_DYNAMIC_PIXEL_SHADER( lightmappedadv_flashlight_ps40 );
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;
pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
float lightPos[4];
lightPos[0] = flashlightState.m_vecLightOrigin[0];
lightPos[1] = flashlightState.m_vecLightOrigin[1];
lightPos[2] = flashlightState.m_vecLightOrigin[2];
lightPos[3] = 1.0f;
pShaderAPI->SetPixelShaderConstant( 1, lightPos, 1 );
float specParams[4];
params[vars.m_nPhongFresnelRanges]->GetVecValue( specParams, 3 );
specParams[3] = params[vars.m_nPhongBoost]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, specParams, 1 );
pShader->SetFlashlightVertexShaderConstants( vars.m_bBump, vars.m_nBumpTransform, bDetail, vars.m_nDetailScale, bSeamless ? false : true );
}
pShader->Draw();
#endif
}
void InitParamsLightmappedGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, const char *pMaterialName, LightmappedGeneric_DX11_Vars_t &info )
{
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
params[info.m_nBaseTexture]->IsDefined() &&
!( params[info.m_nNoDiffuseBumpLighting]->IsDefined() && params[info.m_nNoDiffuseBumpLighting]->GetIntValue() ) )
{
params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
}
if ( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() )
{
if ( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 )
{
Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
params[info.m_nEnvmap]->SetUndefined();
}
}
if ( ( mat_disable_lightwarp.GetBool() ) &&
( info.m_nLightWarpTexture != -1 ) )
{
params[info.m_nLightWarpTexture]->SetUndefined();
}
if ( ( mat_disable_fancy_blending.GetBool() ) &&
( info.m_nBlendModulateTexture != -1 ) )
{
params[info.m_nBlendModulateTexture]->SetUndefined();
}
if ( !params[info.m_nEnvmapTint]->IsDefined() )
params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
if ( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() )
params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 );
if ( !params[info.m_nSelfIllumTint]->IsDefined() )
params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
if ( !params[info.m_nDetailScale]->IsDefined() )
params[info.m_nDetailScale]->SetFloatValue( 4.0f );
if ( !params[info.m_nDetailTint]->IsDefined() )
params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f );
InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
InitIntParam( info.m_nDetailTextureCombineMode, params, 0 );
if ( !params[info.m_nFresnelReflection]->IsDefined() )
params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
if ( !params[info.m_nEnvmapMaskFrame]->IsDefined() )
params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 );
if ( !params[info.m_nEnvmapFrame]->IsDefined() )
params[info.m_nEnvmapFrame]->SetIntValue( 0 );
if ( !params[info.m_nBumpFrame]->IsDefined() )
params[info.m_nBumpFrame]->SetIntValue( 0 );
if ( !params[info.m_nDetailFrame]->IsDefined() )
params[info.m_nDetailFrame]->SetIntValue( 0 );
if ( !params[info.m_nEnvmapContrast]->IsDefined() )
params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
if ( !params[info.m_nEnvmapSaturation]->IsDefined() )
params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
InitFloatParam( info.m_nAlphaTestReference, params, 0.0f );
// No texture means no self-illum or env mask in base alpha
if ( !params[info.m_nBaseTexture]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
if ( params[info.m_nBumpmap]->IsDefined() )
{
params[info.m_nEnvmapMask]->SetUndefined();
}
// If in decal mode, no debug override...
if ( IS_FLAG_SET( MATERIAL_VAR_DECAL ) )
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && ( params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0 ) )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
}
// If mat_specular 0, then get rid of envmap
if ( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
{
params[info.m_nEnvmap]->SetUndefined();
}
if ( !params[info.m_nBaseTextureNoEnvmap]->IsDefined() )
{
params[info.m_nBaseTextureNoEnvmap]->SetIntValue( 0 );
}
if ( !params[info.m_nBaseTexture2NoEnvmap]->IsDefined() )
{
params[info.m_nBaseTexture2NoEnvmap]->SetIntValue( 0 );
}
if ( ( info.m_nSelfShadowedBumpFlag != -1 ) &&
( !params[info.m_nSelfShadowedBumpFlag]->IsDefined() )
)
{
params[info.m_nSelfShadowedBumpFlag]->SetIntValue( 0 );
}
// handle line art parms
InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 );
InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 );
InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );
if ( !params[info.m_nPhong]->IsDefined() || !mat_enable_lightmapped_phong.GetBool() )
{
params[info.m_nPhong]->SetIntValue( 0 );
}
if ( !params[info.m_nPhongBoost]->IsDefined() )
{
params[info.m_nPhongBoost]->SetFloatValue( 1.0 );
}
if ( !params[info.m_nPhongFresnelRanges]->IsDefined() )
{
params[info.m_nPhongFresnelRanges]->SetVecValue( 0.0, 0.5, 1.0 );
}
if ( !params[info.m_nPhongExponent]->IsDefined() )
{
params[info.m_nPhongExponent]->SetFloatValue( 5.0 );
}
if ( params[info.m_nPhong]->GetIntValue() && mat_enable_lightmapped_phong.GetBool() )
{
if ( pShader->CanUseEditorMaterials() )
{
params[info.m_nPhong]->SetIntValue( 0 );
}
else if ( !params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() )
{
Warning( "Warning! material %s: $envmapmasktransform and $phong are mutial exclusive. Disabling phong..\n", pMaterialName );
params[info.m_nPhong]->SetIntValue( 0 );
}
}
else if ( mat_force_lightmapped_phong.GetBool() && mat_enable_lightmapped_phong.GetBool() &&
params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() )
{
params[info.m_nPhong]->SetIntValue( 1 );
params[info.m_nPhongBoost]->SetFloatValue( mat_force_lightmapped_phong_boost.GetFloat() );
params[info.m_nPhongFresnelRanges]->SetVecValue( 0.0, 0.5, 1.0 );
params[info.m_nPhongExponent]->SetFloatValue( mat_force_lightmapped_phong_exp.GetFloat() );
}
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
}
void InitLightmappedGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, LightmappedGeneric_DX11_Vars_t &info )
{
if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap );
}
if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap2]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap2 );
}
if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpMask]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpMask );
}
if ( params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture );
if ( !params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
if ( params[info.m_nBaseTexture2]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture2 );
}
if ( params[info.m_nLightWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nLightWarpTexture );
}
if ( ( info.m_nBlendModulateTexture != -1 ) &&
( params[info.m_nBlendModulateTexture]->IsDefined() ) )
{
pShader->LoadTexture( info.m_nBlendModulateTexture );
}
if ( params[info.m_nDetail]->IsDefined() )
{
int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
nDetailBlendMode = nDetailBlendMode > 1 ? 1 : nDetailBlendMode;
pShader->LoadTexture( info.m_nDetail/*, nDetailBlendMode != 0 ? TEXTUREFLAGS_SRGB : 0*/ );
}
pShader->LoadTexture( info.m_nFlashlightTexture );
// Don't alpha test if the alpha channel is used for other purposes
if ( IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) || IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
{
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
}
if ( params[info.m_nEnvmap]->IsDefined() )
{
if ( !IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ) )
{
pShader->LoadCubeMap( info.m_nEnvmap/*, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0*/ );
}
else
{
pShader->LoadTexture( info.m_nEnvmap );
}
if ( !g_pHardwareConfig->SupportsCubeMaps() )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
}
if ( params[info.m_nEnvmapMask]->IsDefined() )
{
pShader->LoadTexture( info.m_nEnvmapMask );
}
}
else
{
params[info.m_nEnvmapMask]->SetUndefined();
}
// We always need this because of the flashlight.
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
void DrawLightmappedGeneric_DX11_Internal( CBaseVSShader *pShader, IMaterialVar **params, bool hasFlashlight,
IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow,
LightmappedGeneric_DX11_Vars_t &info,
CBasePerMaterialContextData **pContextDataPtr
)
{
VPROF_BUDGET( "DrawLightmappedGeneric_DX11", VPROF_BUDGETGROUP_OTHER_UNACCOUNTED );
CLightmappedGeneric_DX11_Context *pContextData = reinterpret_cast<CLightmappedGeneric_DX11_Context *> ( *pContextDataPtr );
if ( pShaderShadow || ( !pContextData ) || pContextData->m_bMaterialVarsChanged || hasFlashlight )
{
bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask;
BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture );
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
bool bFullyOpaqueWithoutAlphaTest = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && ( !hasFlashlight || IsX360() ); //dest alpha is free for special use
bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested;
bool bNeedRegenStaticCmds = ( !pContextData ) || pShaderShadow;
if ( !pContextData ) // make sure allocated
{
pContextData = new CLightmappedGeneric_DX11_Context;
*pContextDataPtr = pContextData;
}
pContextData->m_bHasBump = ( params[info.m_nBumpmap]->IsTexture() ) && ( !g_pHardwareConfig->PreferReducedFillrate() );
bool hasSSBump = pContextData->m_bHasBump && ( info.m_nSelfShadowedBumpFlag != -1 ) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() );
bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture();
bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture();
pContextData->m_bHasBump2 = pContextData->m_bHasBump && params[info.m_nBumpmap2]->IsTexture();
bool hasDetailTexture = params[info.m_nDetail]->IsTexture();
pContextData->m_bHasDetailTexture = hasDetailTexture;
bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
bool hasBumpMask = pContextData->m_bHasBump && pContextData->m_bHasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum &&
!hasDetailTexture && !hasBaseTexture2 && ( params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0 );
bool bHasBlendModulateTexture =
( info.m_nBlendModulateTexture != -1 ) &&
( params[info.m_nBlendModulateTexture]->IsTexture() );
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
if ( hasFlashlight && !IsX360() )
{
// !!speed!! do this in the caller so we don't build struct every time
LightmappedAdvFlashlight_DX11_Vars_t vars;
vars.m_bBump = pContextData->m_bHasBump;
vars.m_nBumpmapVar = info.m_nBumpmap;
vars.m_nBumpmapFrame = info.m_nBumpFrame;
vars.m_nBumpTransform = info.m_nBumpTransform;
vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture;
vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame;
vars.m_bLightmappedGeneric = true;
vars.m_bWorldVertexTransition = hasBaseTexture2;
vars.m_nBaseTexture2Var = info.m_nBaseTexture2;
vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame;
vars.m_nBumpmap2Var = info.m_nBumpmap2;
vars.m_nBumpmap2Frame = info.m_nBumpFrame2;
vars.m_nBump2Transform = info.m_nBumpTransform2;
vars.m_nAlphaTestReference = info.m_nAlphaTestReference;
vars.m_bSSBump = hasSSBump;
vars.m_nDetailVar = info.m_nDetail;
vars.m_nDetailScale = info.m_nDetailScale;
vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode;
vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor;
vars.m_nDetailTint = info.m_nDetailTint;
if ( ( info.m_nSeamlessMappingScale != -1 ) )
vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue();
else
vars.m_fSeamlessScale = 0.0;
vars.m_nPhong = info.m_nPhong;
vars.m_nPhongBoost = info.m_nPhongBoost;
vars.m_nPhongFresnelRanges = info.m_nPhongFresnelRanges;
vars.m_nPhongExponent = info.m_nPhongExponent;
vars.m_nPhongMask = info.m_nEnvmapMask;
vars.m_nPhongMaskFrame = info.m_nEnvmapMaskFrame;
DrawLightmappedAdvFlashlight_DX11_Internal( pShader, params, pShaderAPI, pShaderShadow, vars );
return;
}
pContextData->m_bFullyOpaque = bFullyOpaque;
pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest;
bool bHasOutline = IsBoolSet( info.m_nOutline, params );
pContextData->m_bHasOutline = bHasOutline;
pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline;
bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params );
pContextData->m_bHasSoftEdges = bHasSoftEdges;
pContextData->m_bHasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
if ( pShaderShadow || bNeedRegenStaticCmds )
{
bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool hasDiffuseBumpmap = pContextData->m_bHasBump && ( params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0 );
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
pContextData->m_bHasEnvmap = hasEnvmap;
if ( bNeedRegenStaticCmds )
{
pContextData->ResetStaticCmds();
CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
if ( !hasBaseTexture )
{
if ( hasEnvmap )
{
// if we only have an envmap (no basetexture), then we want the albedo to be black.
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK );
}
else
{
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
}
}
staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
pContextData->m_bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) &&
( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) );
if ( pContextData->m_bSeamlessMapping )
{
pContextData->m_Constants.cSeamlessMappingScale.x = params[info.m_nSeamlessMappingScale]->GetFloatValue();
}
staticCmdsBuf.End();
// now, copy buf
pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()];
memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() );
}
if ( pShaderShadow )
{
pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture );
// Bind em
pShader->SetInternalVertexShaderConstantBuffersNoSkinning();
pShader->SetVertexShaderConstantBuffer( 3, g_hLightmappedGeneric_CBuffer );
pShader->SetInternalPixelShaderConstantBuffers();
pShader->SetPixelShaderConstantBuffer( 3, g_hLightmappedGeneric_CBuffer );
unsigned int flags = VERTEX_POSITION;
if ( hasEnvmap )
{
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
}
if ( hasVertexColor || hasBaseTexture2 || pContextData->m_bHasBump2 )
{
flags |= VERTEX_COLOR;
}
// texcoord0 : base texcoord
// texcoord1 : lightmap texcoord
// texcoord2 : lightmap texcoord offset
int numTexCoords = 2;
if ( pContextData->m_bHasBump )
{
numTexCoords = 3;
}
pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
// Pre-cache pixel shaders
bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
int bumpmap_variant = ( hasSSBump ) ? 2 : pContextData->m_bHasBump;
bool bMaskedBlending = ( ( info.m_nMaskedBlending != -1 ) &&
( params[info.m_nMaskedBlending]->GetIntValue() != 0 ) );
DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs40 );
SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, pContextData->m_bHasEnvmapMask );
SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, pContextData->m_bHasEnvmap );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, pContextData->m_bHasBump );
SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || pContextData->m_bHasBump2 );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, pContextData->m_bSeamlessMapping );
SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs40 );
DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps40 );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, pContextData->m_bHasBump2 );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, pContextData->m_bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, pContextData->m_bHasEnvmapMask );
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 );
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, pContextData->m_bSeamlessMapping );
SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bIsAlphaTested );
SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps40 );
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff and writing depth to dest alpha
// But only do it if we're not using the alpha already for translucency
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
//pShaderShadow->EnableSRGBWrite( true );
pShader->DefaultFog();
} // end shadow state
} // end shadow || regen display list
if ( pShaderAPI && pContextData->m_bMaterialVarsChanged )
{
// need to regenerate the semistatic cmds
pContextData->m_SemiStaticCmdsOut.Reset();
pContextData->m_bMaterialVarsChanged = false;
int nDetailBlendMode = 0;
if ( hasDetailTexture )
{
nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params );
ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue();
if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP )
{
if ( pContextData->m_bHasBump )
nDetailBlendMode = 10; // ssbump
else
nDetailBlendMode = 11; // ssbump_nobump
}
}
pContextData->m_Constants.g_DetailBlendMode.x = nDetailBlendMode;
pContextData->m_bHasBlendMaskTransform = (
( info.m_nBlendMaskTransform != -1 ) &&
( info.m_nMaskedBlending != -1 ) &&
( params[info.m_nMaskedBlending]->GetIntValue() ) &&
( !( params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) );
// 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.
pContextData->m_bHasTextureTransform =
!( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() &&
params[info.m_nBumpTransform]->MatrixIsIdentity() &&
params[info.m_nBumpTransform2]->MatrixIsIdentity() &&
params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() );
pContextData->m_bHasTextureTransform |= pContextData->m_bHasBlendMaskTransform;
pContextData->m_bVertexShaderFastPath = !pContextData->m_bHasTextureTransform;
if ( params[info.m_nDetail]->IsTexture() )
{
pContextData->m_bVertexShaderFastPath = false;
}
if ( pContextData->m_bHasBlendMaskTransform )
{
pShader->StoreVertexShaderTextureTransform( pContextData->m_Constants.cBlendMaskTexCoordTransform,
info.m_nBlendMaskTransform );
}
if ( !pContextData->m_bVertexShaderFastPath )
{
pContextData->m_bHasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
if ( !pContextData->m_bSeamlessMapping )
pShader->StoreVertexShaderTextureTransform( pContextData->m_Constants.cBaseTexCoordTransform, info.m_nBaseTextureTransform );
// If we have a detail texture, then the bump texcoords are the same as the base texcoords.
if ( pContextData->m_bHasBump && !pContextData->m_bHasDetailTexture )
{
pShader->StoreVertexShaderTextureTransform( pContextData->m_Constants.cDetailOrBumpTexCoordTransform, info.m_nBumpTransform );
}
if ( pContextData->m_bHasEnvmapMask )
{
pShader->StoreVertexShaderTextureTransform( pContextData->m_Constants.cEnvmapMaskOrBump2TexCoordTransform, info.m_nEnvmapMaskTransform );
}
else if ( pContextData->m_bHasBump2 )
{
pShader->StoreVertexShaderTextureTransform( pContextData->m_Constants.cEnvmapMaskOrBump2TexCoordTransform, info.m_nBumpTransform2 );
}
}
pShader->StoreEnvmapTint( pContextData->m_Constants.g_EnvmapTint, info.m_nEnvmapTint );
// set up shader modulation color
pContextData->m_Constants.cModulationColor.Init( 1, 1, 1, 1 );
pShader->ComputeModulationColor( pContextData->m_Constants.cModulationColor.Base() );
float flLScale = pShaderAPI->GetLightMapScaleFactor();
pContextData->m_Constants.cModulationColor[0] *= flLScale;
pContextData->m_Constants.cModulationColor[1] *= flLScale;
pContextData->m_Constants.cModulationColor[2] *= flLScale;
pContextData->m_Constants.g_TintValuesAndLightmapScale = pContextData->m_Constants.cModulationColor;
pContextData->m_Constants.g_TintValuesAndLightmapScale[3] *=
( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[info.m_nAlpha2]->GetFloatValue() > 0.0f ) ? params[info.m_nAlpha2]->GetFloatValue() : 1.0f;
//pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color );
//pContextData->m_TintValuesAndLightmapScale.Init( 0, 0, 1, 1 );
if ( pContextData->m_bHasDetailTexture )
{
pContextData->m_Constants.g_DetailTint_and_BlendFactor.Init( 1, 1, 1, 1 );
if ( info.m_nDetailTint != -1 )
{
params[info.m_nDetailTint]->GetVecValue( pContextData->m_Constants.g_DetailTint_and_BlendFactor.Base(), 3 );
}
pContextData->m_Constants.g_DetailTint_and_BlendFactor[3] = fDetailBlendFactor;
}
float selfIllumTintVal[4];
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();
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
pContextData->m_bPixelShaderFastPath = true;
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 );
if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular )
{
pContextData->m_bPixelShaderFastPath = false;
}
if ( !pContextData->m_bPixelShaderFastPath )
{
params[info.m_nEnvmapContrast]->GetVecValue( pContextData->m_Constants.g_EnvmapContrast.Base(), 3 );
params[info.m_nEnvmapSaturation]->GetVecValue( pContextData->m_Constants.g_EnvmapSaturation.Base(), 3 );
float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue();
// [ 0, 0, 1-R(0), R(0) ]
pContextData->m_Constants.g_FresnelReflectionReg.Init( 0, 0, 1.0 - flFresnel, flFresnel );
pContextData->m_Constants.g_SelfIllumTint = params[info.m_nSelfIllumTint]->GetVecValue();
}
else
{
if ( bHasOutline )
{
float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ),
GetFloatParam( info.m_nOutlineStart1, params ),
GetFloatParam( info.m_nOutlineEnd0, params ),
GetFloatParam( info.m_nOutlineEnd1, params ),
0,0,0,
GetFloatParam( info.m_nOutlineAlpha, params ) };
if ( info.m_nOutlineColor != -1 )
{
params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 );
}
pContextData->m_Constants.g_OutlineParams[0] = &flOutlineParms[0];
pContextData->m_Constants.g_OutlineParams[1] = &flOutlineParms[4];
}
if ( bHasSoftEdges )
{
pContextData->m_Constants.g_SoftEdgeParams.Init(
GetFloatParam( info.m_nEdgeSoftnessStart, params ),
GetFloatParam( info.m_nEdgeSoftnessEnd, params ),
0, 0 );
}
}
if ( bIsAlphaTested )
{
if ( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
{
pContextData->m_Constants.g_AlphaTestRef = params[info.m_nAlphaTestReference]->GetFloatValue();
}
}
// texture binds
if ( hasBaseTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
// handle mat_fullbright 2
bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
if ( bLightingOnly )
{
// BASE TEXTURE
if ( hasSelfIllum )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
}
// BASE TEXTURE 2
if ( hasBaseTexture2 )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY );
}
// DETAIL TEXTURE
if ( hasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY );
}
// disable color modulation
pContextData->m_Constants.cModulationColor.Init();
// turn off environment mapping
pContextData->m_Constants.g_EnvmapTint.Init();
}
// always set the transform for detail textures since I'm assuming that you'll
// always have a detailscale.
if ( hasDetailTexture )
{
pShader->StoreVertexShaderTextureScaledTransform( pContextData->m_Constants.cDetailOrBumpTexCoordTransform, info.m_nBaseTextureTransform, info.m_nDetailScale );
}
if ( hasBaseTexture2 )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nBaseTexture2, info.m_nBaseTexture2Frame );
}
if ( hasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nDetail, info.m_nDetailFrame );
}
if ( pContextData->m_bHasBump || hasNormalMapAlphaEnvmapMask )
{
if ( !g_pConfig->m_bFastNoBump )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
}
}
if ( pContextData->m_bHasBump2 )
{
if ( !g_pConfig->m_bFastNoBump )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT );
}
}
if ( hasBumpMask )
{
if ( !g_pConfig->m_bFastNoBump )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, info.m_nBumpMask, -1 );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_NORMALMAP_FLAT );
}
}
if ( pContextData->m_bHasEnvmapMask )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
}
if ( hasLightWarpTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nLightWarpTexture, -1 );
}
if ( bHasBlendModulateTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBlendModulateTexture, -1 );
}
pContextData->m_SemiStaticCmdsOut.End();
}
}
DYNAMIC_STATE
{
static CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
DynamicCmdsOut.Reset();
DynamicCmdsOut.Call( pContextData->m_pStaticCmds );
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
pShaderAPI->GetFogParamsAndColor( pContextData->m_Constants.g_FogParams.Base(),
pContextData->m_Constants.g_FogColor.Base() );
// Upload the constants to the gpu
pShaderAPI->UpdateConstantBuffer( g_hLightmappedGeneric_CBuffer, &pContextData->m_Constants );
if ( pContextData->m_bHasEnvmap )
{
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nEnvmap, info.m_nEnvmapFrame );
}
int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );
bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath;
if ( nFixedLightingMode != 0 )
{
if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline )
nFixedLightingMode = 0;
else
bVertexShaderFastPath = false;
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs40 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath );
SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs40 );
bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath;
if ( nFixedLightingMode != 0 )
{
bPixelShaderFastPath = false;
}
bool bWriteDepthToAlpha;
bool bWriteWaterFogToAlpha;
if ( pContextData->m_bFullyOpaque )
{
bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
bWriteWaterFogToAlpha = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
AssertMsg( !( bWriteDepthToAlpha && bWriteWaterFogToAlpha ), "Can't write two values to alpha at the same time." );
}
else
{
//can't write a special value to dest alpha if we're actually using as-intended alpha
bWriteDepthToAlpha = false;
bWriteWaterFogToAlpha = false;
}
DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps40 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && pContextData->m_Constants.g_EnvmapContrast[0] == 1.0f );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps40 );
DynamicCmdsOut.End();
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
}
pShader->Draw();
if ( IsPC() && ( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0 ) && pContextData->m_bFullyOpaqueWithoutAlphaTest )
{
//Alpha testing makes it so we can't write to dest alpha
//Writing to depth makes it so later polygons can't write to dest alpha either
//This leads to situations with garbage in dest alpha.
//Fix it now by converting depth to dest alpha for any pixels that just wrote.
pShader->DrawEqualDepthToDestAlpha();
}
}
void DrawLightmappedGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow,
LightmappedGeneric_DX11_Vars_t &info,
CBasePerMaterialContextData **pContextDataPtr )
{
bool hasFlashlight = pShader->UsingFlashlight( params );
DrawLightmappedGeneric_DX11_Internal( pShader, params, hasFlashlight, pShaderAPI, pShaderShadow, info, pContextDataPtr );
}