Files
cool-source-archive/materialsystem/stdshadersdx11/vertexlitgeneric_dx11_helper.cpp
Totterynine 2773eae4d7 shaderapidx11
use -dxlevel 110 to use it
2021-09-22 18:56:56 +05:00

1204 lines
46 KiB
C++

#if 1
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "BaseVSShader.h"
#include "vertexlitgeneric_dx11_helper.h"
#include "tier0/vprof.h"
//#include "skin_dx11_helper.h"
#include "vertexlit_and_unlit_generic_vs40.inc"
#include "vertexlit_and_unlit_generic_ps40.inc"
//#include "vertexlit_and_unlit_generic_bump_vs40.inc"
//#include "vertexlit_and_unlit_generic_bump_ps40.inc"
#include "../stdshaders/commandbuilder.h"
#include "convar.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
static ConVar mat_fullbright( "mat_fullbright", "0", FCVAR_CHEAT );
static ConVar r_lightwarpidentity( "r_lightwarpidentity", "0", FCVAR_CHEAT );
static ConVar mat_luxels( "mat_luxels", "0", FCVAR_CHEAT );
static ConVar r_rimlight( "r_rimlight", "1", FCVAR_CHEAT );
ConstantBufferHandle_t g_hVertexLitGeneric_CBuffer;
//-----------------------------------------------------------------------------
// Initialize shader parameters
//-----------------------------------------------------------------------------
void InitParamsVertexLitGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX11_Vars_t &info )
{
InitIntParam( info.m_nPhong, params, 0 );
InitFloatParam( info.m_nAlphaTestReference, params, 0.0f );
InitIntParam( info.m_nVertexAlphaTest, params, 0 );
InitIntParam( info.m_nFlashlightNoLambert, params, 0 );
if ( info.m_nDetailTint != -1 && !params[info.m_nDetailTint]->IsDefined() )
{
params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if ( info.m_nEnvmapTint != -1 && !params[info.m_nEnvmapTint]->IsDefined() )
{
params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
InitIntParam( info.m_nEnvmapFrame, params, 0 );
InitIntParam( info.m_nBumpFrame, params, 0 );
InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
InitIntParam( info.m_nReceiveFlashlight, params, 0 );
InitFloatParam( info.m_nDetailScale, params, 4.0f );
if ( ( info.m_nSelfIllumTint != -1 ) && ( !params[info.m_nSelfIllumTint]->IsDefined() ) )
{
params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
if ( info.m_nFlashlightTexture != -1 )
{
if ( g_pHardwareConfig->SupportsBorderColor() )
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
}
else
{
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
}
}
// Write over $basetexture with $info.m_nBumpmap if we are going to be using diffuse normal mapping.
if ( info.m_nAlbedo != -1 && g_pConfig->UseBumpmapping() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
params[info.m_nBaseTexture]->IsDefined() )
{
params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
}
// This shader can be used with hw skinning
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if ( bVertexLitGeneric )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
}
else
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
}
InitIntParam( info.m_nEnvmapMaskFrame, params, 0 );
InitFloatParam( info.m_nEnvmapContrast, params, 0.0 );
InitFloatParam( info.m_nEnvmapSaturation, params, 1.0f );
InitFloatParam( info.m_nSeamlessScale, params, 0.0 );
// handle line art parms
InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 );
InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 );
InitFloatParam( info.m_nGlowAlpha, params, 1.0 );
InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );
// No texture means no self-illum or env mask in base alpha
if ( info.m_nBaseTexture != -1 && !params[info.m_nBaseTexture]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
// If in decal mode, no debug override...
if ( IS_FLAG_SET( MATERIAL_VAR_DECAL ) )
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
// Lots of reasons to want tangent space, since we bind a flat normal map in many cases where we don't have a bump map
bool bBump = ( info.m_nBumpmap != -1 ) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined();
bool bEnvMap = ( info.m_nEnvmap != -1 ) && params[info.m_nEnvmap]->IsDefined();
bool bDiffuseWarp = ( info.m_nDiffuseWarpTexture != - 1 ) && params[info.m_nDiffuseWarpTexture]->IsDefined();
bool bPhong = ( info.m_nPhong != - 1 ) && params[info.m_nPhong]->IsDefined();
if ( bBump || bEnvMap || bDiffuseWarp || bPhong )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
else // no tangent space needed
{
CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
}
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
if ( hasNormalMapAlphaEnvmapMask )
{
params[info.m_nEnvmapMask]->SetUndefined();
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) && info.m_nBumpmap != -1 &&
params[info.m_nBumpmap]->IsDefined() && !hasNormalMapAlphaEnvmapMask )
{
Warning( "material %s has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular.\n\n", pMaterialName );
params[info.m_nEnvmap]->SetUndefined();
}
if ( info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsDefined() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() )
{
params[info.m_nEnvmapMask]->SetUndefined();
if ( !hasNormalMapAlphaEnvmapMask )
{
Warning( "material %s has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.\n\n", pMaterialName );
params[info.m_nEnvmap]->SetUndefined();
}
}
// If mat_specular 0, then get rid of envmap
if ( !g_pConfig->UseSpecular() && info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
{
params[info.m_nEnvmap]->SetUndefined();
}
InitFloatParam( info.m_nHDRColorScale, params, 1.0f );
InitIntParam( info.m_nLinearWrite, params, 0 );
InitIntParam( info.m_nGammaColorRead, params, 0 );
InitIntParam( info.m_nDepthBlend, params, 0 );
InitFloatParam( info.m_nDepthBlendScale, params, 50.0f );
if ( info.m_nSelfIllumMask != -1 && params[info.m_nSelfIllumMask]->IsDefined()
&& info.m_nSelfIllumFresnel != -1 )
{
params[info.m_nSelfIllumFresnel]->SetIntValue( 0 );
}
if ( ( info.m_nSelfIllumFresnelMinMaxExp != -1 ) && ( !params[info.m_nSelfIllumFresnelMinMaxExp]->IsDefined() ) )
{
params[info.m_nSelfIllumFresnelMinMaxExp]->SetVecValue( 0.0f, 1.0f, 1.0f );
}
if ( ( info.m_nBaseMapAlphaPhongMask != -1 ) && ( !params[info.m_nBaseMapAlphaPhongMask]->IsDefined() ) )
{
params[info.m_nBaseMapAlphaPhongMask]->SetIntValue( 0 );
}
if ( ( info.m_nEnvmapFresnel != -1 ) && ( !params[info.m_nEnvmapFresnel]->IsDefined() ) )
{
params[info.m_nEnvmapFresnel]->SetFloatValue( 0 );
}
}
//-----------------------------------------------------------------------------
// Initialize shader
//-----------------------------------------------------------------------------
void InitVertexLitGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, bool bVertexLitGeneric, VertexLitGeneric_DX11_Vars_t &info )
{
if ( info.m_nFlashlightTexture != -1 )
{
pShader->LoadTexture( info.m_nFlashlightTexture );
}
bool bIsBaseTextureTranslucent = false;
if ( info.m_nBaseTexture != -1 && params[info.m_nBaseTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture/*, ( info.m_nGammaColorRead != -1 ) && ( params[info.m_nGammaColorRead]->GetIntValue() == 1 ) ? 0 : TEXTUREFLAGS_SRGB*/ );
if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
{
bIsBaseTextureTranslucent = true;
}
if ( ( info.m_nWrinkle != -1 ) && ( info.m_nStretch != -1 ) &&
params[info.m_nWrinkle]->IsDefined() && params[info.m_nStretch]->IsDefined() )
{
pShader->LoadTexture( info.m_nWrinkle );
pShader->LoadTexture( info.m_nStretch );
}
}
const bool bHasSelfIllumMask = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && ( info.m_nSelfIllumMask != -1 ) && params[info.m_nSelfIllumMask]->IsDefined();
// No alpha channel in any of the textures? No self illum or envmapmask
if ( !bIsBaseTextureTranslucent /*&& !bHasSelfIllumBlend*/ )
{
bool bHasSelfIllumFresnel = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
// Can still be self illum with no base alpha if using one of these alternate modes
if ( !bHasSelfIllumFresnel && !bHasSelfIllumMask )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
}
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
if ( ( info.m_nPhongExponentTexture != -1 ) && params[info.m_nPhongExponentTexture]->IsDefined() &&
( info.m_nPhong != -1 ) && params[info.m_nPhong]->IsDefined() )
{
pShader->LoadTexture( info.m_nPhongExponentTexture );
}
if ( ( info.m_nDiffuseWarpTexture != -1 ) && params[info.m_nDiffuseWarpTexture]->IsDefined() &&
( info.m_nPhong != -1 ) && params[info.m_nPhong]->IsDefined() )
{
pShader->LoadTexture( info.m_nDiffuseWarpTexture );
}
if ( ( info.m_nPhongWarpTexture != -1 ) && params[info.m_nPhongWarpTexture]->IsDefined() &&
( info.m_nPhong != -1 ) && params[info.m_nPhong]->IsDefined() )
{
pShader->LoadTexture( info.m_nPhongWarpTexture );
}
if ( info.m_nDetail != -1 && params[info.m_nDetail]->IsDefined() )
{
int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
if ( nDetailBlendMode == 0 ) //Mod2X
pShader->LoadTexture( info.m_nDetail );
else
pShader->LoadTexture( info.m_nDetail );
}
if ( g_pConfig->UseBumpmapping() )
{
if ( ( info.m_nBumpmap != -1 ) && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap );
SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
if ( ( info.m_nNormalWrinkle != -1 ) && ( info.m_nNormalStretch != -1 ) &&
params[info.m_nNormalWrinkle]->IsDefined() && params[info.m_nNormalStretch]->IsDefined() )
{
pShader->LoadTexture( info.m_nNormalWrinkle );
pShader->LoadTexture( info.m_nNormalStretch );
}
}
else if ( ( info.m_nDiffuseWarpTexture != -1 ) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
}
}
// 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 ( info.m_nEnvmap != -1 && 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/*, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0*/ );
}
if ( !g_pHardwareConfig->SupportsCubeMaps() )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
}
}
if ( info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsDefined() )
{
pShader->LoadTexture( info.m_nEnvmapMask );
}
if ( ( info.m_nDiffuseWarpTexture != -1 ) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nDiffuseWarpTexture );
}
if ( bHasSelfIllumMask )
{
pShader->LoadTexture( info.m_nSelfIllumMask );
}
}
class CVertexLitGeneric_DX11_Context : public CBasePerMaterialContextData
{
public:
CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
VertexLitGeneric_CBuffer_t m_Constants;
bool m_bSeamlessDetail;
bool m_bSeamlessBase;
bool m_bBaseTextureTransform;
bool m_bHasPhong;
bool m_bHasWrinkle;
bool m_bHasPhongWarp;
bool m_bHasRimLight;
bool m_bAlphaTest;
bool m_bFullyOpaque;
CVertexLitGeneric_DX11_Context() :
CBasePerMaterialContextData()
{
memset( &m_Constants, 0, sizeof( VertexLitGeneric_CBuffer_t ) );
}
};
//-----------------------------------------------------------------------------
// Draws the shader
//-----------------------------------------------------------------------------
static void DrawVertexLitGeneric_DX11_Internal( CBaseVSShader *pShader, IMaterialVar **params,
IShaderDynamicAPI *pShaderAPI,
IShaderShadow *pShaderShadow,
bool bVertexLitGeneric, bool bHasFlashlight,
VertexLitGeneric_DX11_Vars_t &info,
VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr )
{
VPROF_BUDGET( "DrawVertexLitGeneric_DX11", VPROF_BUDGETGROUP_OTHER_UNACCOUNTED );
CVertexLitGeneric_DX11_Context *pContextData = reinterpret_cast<CVertexLitGeneric_DX11_Context *> ( *pContextDataPtr );
if ( !pContextData ) // make sure allocated
{
pContextData = new CVertexLitGeneric_DX11_Context;
*pContextDataPtr = pContextData;
}
bool bHasBump = IsTextureSet( info.m_nBumpmap, params );
bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
bool hasDiffuseLighting = bVertexLitGeneric;
if ( IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ) )
{
bHasFlashlight = false;
}
bool bHasBaseTexture = IsTextureSet( info.m_nBaseTexture, params );
bool bHasDiffuseWarp = hasDiffuseLighting && ( info.m_nDiffuseWarpTexture != -1 ) && params[info.m_nDiffuseWarpTexture]->IsTexture();
bool bFlashlightNoLambert = false;
if ( ( info.m_nFlashlightNoLambert != -1 ) && params[info.m_nFlashlightNoLambert]->GetIntValue() )
{
bFlashlightNoLambert = true;
}
bool bAmbientOnly = IsBoolSet( info.m_nAmbientOnly, params );
float fBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
bool bHasDetailTexture = IsTextureSet( info.m_nDetail, params );
int nDetailBlendMode = bHasDetailTexture ? GetIntParam( info.m_nDetailTextureCombineMode, params ) : 0;
int nDetailTranslucencyTexture = -1;
if ( bHasDetailTexture )
{
if ( ( nDetailBlendMode == 6 ) && ( !( g_pHardwareConfig->SupportsPixelShaders_2_b() ) ) )
{
nDetailBlendMode = 5; // skip fancy threshold blending if ps2.0
}
if ( ( nDetailBlendMode == 3 ) || ( nDetailBlendMode == 8 ) || ( nDetailBlendMode == 9 ) )
nDetailTranslucencyTexture = info.m_nDetail;
}
bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params );
BlendType_t nBlendType;
if ( bHasBaseTexture )
{
// if base alpha is used for tinting, ignore the base texture for computing translucency
//nBlendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true, nDetailTranslucencyTexture );
nBlendType = pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true, nDetailTranslucencyTexture );
}
else
{
nBlendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
}
bool bHasEnvmap = info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsTexture();
bool bHasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
bool bHasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
const bool bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
const bool bHasSelfIllumMask = bHasSelfIllum && IsTextureSet( info.m_nSelfIllumMask, params );
const bool bSeamlessBase = IsBoolSet( info.m_nSeamlessBase, params );
const bool bSeamlessDetail = IsBoolSet( info.m_nSeamlessDetail, params );
pContextData->m_bSeamlessDetail = bSeamlessDetail;
pContextData->m_bSeamlessBase = bSeamlessBase;
pContextData->m_bBaseTextureTransform = info.m_nBaseTextureTransform != -1;
if ( pShader->IsSnapshotting() || ( !pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
{
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
pContextData->m_bAlphaTest = bIsAlphaTested;
bool bFullyOpaque = ( nBlendType != BT_BLENDADD ) && ( nBlendType != BT_BLEND ) && !bIsAlphaTested; //dest alpha is free for special use
pContextData->m_bFullyOpaque = bFullyOpaque;
bool bDistanceAlpha = IsBoolSet( info.m_nDistanceAlpha, params );
bool bHasEnvmapMask = info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsTexture();
bool bHasSelfIllumFresnel = ( !IsTextureSet( info.m_nDetail, params ) ) && ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
bool hasSelfIllumInEnvMapMask =
( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) &&
( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 );
bool bHasBaseTextureWrinkle = bHasBaseTexture &&
( info.m_nWrinkle != -1 ) && params[info.m_nWrinkle]->IsTexture() &&
( info.m_nStretch != -1 ) && params[info.m_nStretch]->IsTexture();
bool bHasBumpWrinkle = bHasBump &&
( info.m_nNormalWrinkle != -1 ) && params[info.m_nNormalWrinkle]->IsTexture() &&
( info.m_nNormalStretch != -1 ) && params[info.m_nNormalStretch]->IsTexture();
pContextData->m_bHasWrinkle = bHasBaseTextureWrinkle || bHasBaseTextureWrinkle;
// Tie these to specular
bool bHasPhong = ( info.m_nPhong != -1 ) && ( params[info.m_nPhong]->GetIntValue() != 0 );
pContextData->m_bHasPhong = bHasPhong;
bool bHasSpecularExponentTexture = ( info.m_nPhongExponentTexture != -1 ) && params[info.m_nPhongExponentTexture]->IsTexture();
bool bHasPhongTintMap = bHasSpecularExponentTexture && ( info.m_nPhongAlbedoTint != -1 ) && ( params[info.m_nPhongAlbedoTint]->GetIntValue() != 0 );
bool bHasDiffuseWarp = ( info.m_nDiffuseWarpTexture != -1 ) && params[info.m_nDiffuseWarpTexture]->IsTexture();
bool bHasPhongWarp = ( info.m_nPhongWarpTexture != -1 ) && params[info.m_nPhongWarpTexture]->IsTexture();
pContextData->m_bHasPhongWarp = bHasPhongWarp;
//bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
// Rimlight must be set to non-zero to trigger rim light combo (also requires Phong)
bool bHasRimLight = r_rimlight.GetBool() && bHasPhong && ( info.m_nRimLight != -1 ) && ( params[info.m_nRimLight]->GetIntValue() != 0 );
pContextData->m_bHasRimLight = bHasRimLight;
bool bHasRimMaskMap = bHasSpecularExponentTexture && bHasRimLight && ( info.m_nRimMask != -1 ) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
if ( pShader->IsSnapshotting() )
{
bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
if ( info.m_nVertexAlphaTest != -1 && params[info.m_nVertexAlphaTest]->GetIntValue() > 0 )
{
bHasVertexAlpha = true;
}
// look at color and alphamod stuff.
// Unlit generic never uses the flashlight
if ( bHasSelfIllumFresnel )
{
CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
hasNormalMapAlphaEnvmapMask = false;
}
bool bHasNormal = bVertexLitGeneric || bHasEnvmap || bHasFlashlight || bSeamlessBase || bSeamlessDetail;
if ( IsPC() )
{
// On PC, LIGHTING_PREVIEW requires normals (they won't use much memory - unlitgeneric isn't used on many models)
bHasNormal = true;
}
bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
if ( bHasFlashlight && bVertexLitGeneric )
{
if ( params[info.m_nBaseTexture]->IsTexture() )
{
pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
}
else
{
pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
}
if ( bIsAlphaTested )
{
// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
// be the same on both the regular pass and the flashlight pass.
bIsAlphaTested = false;
pContextData->m_bAlphaTest = false;
pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
}
// Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableBlending( true );
pShaderShadow->EnableDepthWrites( false );
}
else
{
pShader->SetBlendingShadowState( nBlendType );
}
unsigned int flags = VERTEX_POSITION;
if ( bHasNormal )
{
flags |= VERTEX_NORMAL;
}
int userDataSize = 0;
if ( bHasFlashlight )
{
userDataSize = 4; // tangent S
}
if ( bHasBump || bHasDiffuseWarp )
{
userDataSize = 4; // tangent S
}
if ( bHasVertexColor || bHasVertexAlpha )
{
flags |= VERTEX_COLOR;
}
// texcoord0 : base texcoord
int pTexCoordDim[3] = { 2, 2, 3 };
int nTexCoordCount = 1;
if ( IsBoolSet( info.m_nSeparateDetailUVs, params ) )
{
++nTexCoordCount;
}
else
{
pTexCoordDim[1] = 0;
}
// Special morphed decal information
if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() )
{
nTexCoordCount = 3;
}
// This shader supports compressed vertices, so OR in that flag:
flags |= VERTEX_FORMAT_COMPRESSED;
pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
{
bool bDistanceAlphaFromDetail = false;
bool bSoftMask = false;
bool bGlow = false;
bool bOutline = false;
static ConVarRef mat_reduceparticles( "mat_reduceparticles" );
bool bDoDepthBlend = IsBoolSet( info.m_nDepthBlend, params ) && !mat_reduceparticles.GetBool();
if ( bDistanceAlpha )
{
bDistanceAlphaFromDetail = IsBoolSet( info.m_nDistanceAlphaFromDetail, params );
bSoftMask = IsBoolSet( info.m_nSoftEdges, params );
bGlow = IsBoolSet( info.m_nGlow, params );
bOutline = IsBoolSet( info.m_nOutline, params );
}
const bool bTwoSidedLighting = info.m_nTwoSidedLighting >= 0 && params[info.m_nTwoSidedLighting]->GetIntValue() > 0;
pShader->SetInternalVertexShaderConstantBuffers();
pShader->SetVertexShaderConstantBuffer( USER_CBUFFER_REG_0, g_hVertexLitGeneric_CBuffer );
pShader->SetInternalPixelShaderConstantBuffers();
pShader->SetPixelShaderConstantBuffer( 3, g_hVertexLitGeneric_CBuffer );
// The vertex shader uses the vertex id stream
if ( g_pHardwareConfig->HasFastVertexTextures() )
SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha );
SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, IsBoolSet( info.m_nSeparateDetailUVs, params ) );
SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, bHasBump );
SET_STATIC_VERTEX_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle );
//SET_STATIC_VERTEX_SHADER_COMBO( TWO_SIDED_LIGHTING, bTwoSidedLighting );
SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 );
DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps40 );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMMASK, bHasSelfIllumMask );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask && bHasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert );
SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, bDoDepthBlend );
SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bHasBump );
SET_STATIC_PIXEL_SHADER_COMBO( ALPHATEST, bIsAlphaTested );
//SET_STATIC_PIXEL_SHADER_COMBO( TWO_SIDED_LIGHTING, bTwoSidedLighting );
SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps40 );
}
pShader->DefaultFog();
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff and the loadout and character select screens.
pShaderShadow->EnableAlphaWrites( bFullyOpaque );
}
if ( pShaderAPI && ( ( !pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) )
{
pContextData->m_SemiStaticCmdsOut.Reset();
if ( bHasBaseTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
else
{
if ( bHasEnvmap )
{
// if we only have an envmap (no basetexture), then we want the albedo to be black.
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
}
}
if ( bHasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nDetail, info.m_nDetailFrame );
}
if ( bHasSelfIllum )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER6, TEXTURE_BLACK ); // Bind dummy
}
if ( ( info.m_nDepthBlend != -1 ) && ( params[info.m_nDepthBlend]->GetIntValue() ) )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
}
if ( bSeamlessDetail || bSeamlessBase )
{
pContextData->m_Constants.cSeamlessScale.Init( params[info.m_nSeamlessScale]->GetFloatValue(),
0.0f, 0.0f, 0.0f );
}
if ( pContextData->m_bBaseTextureTransform )
{
pShader->StoreVertexShaderTextureTransform( pContextData->m_Constants.cBaseTextureTransform,
info.m_nBaseTextureTransform );
}
if ( bHasDetailTexture )
{
if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
{
pShader->StoreVertexShaderTextureScaledTransform( pContextData->m_Constants.cDetailTextureTransform,
info.m_nDetailTextureTransform, info.m_nDetailScale );
}
else
{
pShader->StoreVertexShaderTextureScaledTransform( pContextData->m_Constants.cDetailTextureTransform,
info.m_nBaseTextureTransform, info.m_nDetailScale );
}
if ( info.m_nDetailTint != -1 )
pShader->StoreConstantGammaToLinear( pContextData->m_Constants.cDetailTint.Base(), info.m_nDetailTint );
else
{
pContextData->m_Constants.cDetailTint.Init( 1, 1, 1, 1 );
}
}
if ( bDistanceAlpha )
{
float flSoftStart = GetFloatParam( info.m_nEdgeSoftnessStart, params );
float flSoftEnd = GetFloatParam( info.m_nEdgeSoftnessEnd, params );
// set all line art shader parms
bool bScaleEdges = IsBoolSet( info.m_nScaleEdgeSoftnessBasedOnScreenRes, params );
bool bScaleOutline = IsBoolSet( info.m_nScaleOutlineSoftnessBasedOnScreenRes, params );
float flResScale = 1.0;
float flOutlineStart0 = GetFloatParam( info.m_nOutlineStart0, params );
float flOutlineStart1 = GetFloatParam( info.m_nOutlineStart1, params );
float flOutlineEnd0 = GetFloatParam( info.m_nOutlineEnd0, params );
float flOutlineEnd1 = GetFloatParam( info.m_nOutlineEnd1, params );
if ( bScaleEdges || bScaleOutline )
{
int nWidth, nHeight;
pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
flResScale = max( 0.5, max( 1024.0 / nWidth, 768 / nHeight ) );
if ( bScaleEdges )
{
float flMid = 0.5 * ( flSoftStart + flSoftEnd );
flSoftStart = clamp( flMid + flResScale * ( flSoftStart - flMid ), 0.05, 0.99 );
flSoftEnd = clamp( flMid + flResScale * ( flSoftEnd - flMid ), 0.05, 0.99 );
}
if ( bScaleOutline )
{
// shrink the soft part of the outline, enlarging hard part
float flMidS = 0.5 * ( flOutlineStart1 + flOutlineStart0 );
flOutlineStart1 = clamp( flMidS + flResScale * ( flOutlineStart1 - flMidS ), 0.05, 0.99 );
float flMidE = 0.5 * ( flOutlineEnd1 + flOutlineEnd0 );
flOutlineEnd1 = clamp( flMidE + flResScale * ( flOutlineEnd1 - flMidE ), 0.05, 0.99 );
}
}
pContextData->m_Constants.cGlowParams.Init(
GetFloatParam( info.m_nGlowX, params ),
GetFloatParam( info.m_nGlowY, params ),
GetFloatParam( info.m_nGlowStart, params ),
GetFloatParam( info.m_nGlowEnd, params )
);
pContextData->m_Constants.cGlowColor.Init(
0, 0, 0,
GetFloatParam( info.m_nGlowAlpha, params )
);
pContextData->m_Constants.cMaskRangeParams.Init(
flSoftStart,
flSoftEnd,
0, 0
);
pContextData->m_Constants.cOutlineColor.Init(
0, 0, 0,
GetFloatParam( info.m_nOutlineAlpha, params )
);
pContextData->m_Constants.cOutlineParams.Init(
flOutlineStart0,
flOutlineEnd1,
flOutlineEnd0,
flOutlineStart1
);
if ( info.m_nGlowColor != -1 )
{
params[info.m_nGlowColor]->GetVecValue(
pContextData->m_Constants.cGlowColor.Base(), 3 );
}
if ( info.m_nOutlineColor != -1 )
{
params[info.m_nOutlineColor]->GetVecValue(
pContextData->m_Constants.cOutlineColor.Base(), 3 );
}
}
pContextData->m_Constants.cDetailBlendMode.x = nDetailBlendMode;
if ( pContextData->m_bAlphaTest )
{
if ( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
{
pContextData->m_Constants.cAlphaTestRef = params[info.m_nAlphaTestReference]->GetFloatValue();
}
}
if ( bHasBaseTextureWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nWrinkle, info.m_nBaseTextureFrame );
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nStretch, info.m_nBaseTextureFrame );
}
else if ( bHasBumpWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nBaseTexture, info.m_nBaseTextureFrame );
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER13, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
if ( !g_pConfig->m_bFastNoBump )
{
if ( bHasBump )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nBumpmap, info.m_nBumpFrame );
}
//else if ( bHasDiffuseWarp )
//{
// pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_NORMALMAP_FLAT );
//}
if ( bHasBumpWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, info.m_nNormalWrinkle, info.m_nBumpFrame );
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, info.m_nNormalStretch, info.m_nBumpFrame );
}
else if ( bHasBaseTextureWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER14, info.m_nBumpmap, info.m_nBumpFrame );
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER15, info.m_nBumpmap, info.m_nBumpFrame );
}
}
else
{
if ( bHasBump )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_NORMALMAP_FLAT );
}
if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER14, TEXTURE_NORMALMAP_FLAT );
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_NORMALMAP_FLAT );
}
}
// Setting w to 1 means use separate selfillummask
pContextData->m_Constants.cEnvMapSaturation_SelfIllumMask.Init(
1.0f, 1.0f, 1.0f, 0.0f );
if ( info.m_nEnvmapSaturation != -1 )
params[info.m_nEnvmapSaturation]->GetVecValue(
pContextData->m_Constants.cEnvMapSaturation_SelfIllumMask.Base(), 3 );
pContextData->m_Constants.cEnvMapSaturation_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f;
if ( bHasEnvmap )
{
pShader->StoreEnvmapTintGammaToLinear( pContextData->m_Constants.cEnvMapTint, info.m_nEnvmapTint );
}
bool bHasEnvmapMask = ( !bHasFlashlight ) && info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsTexture();
if ( bHasEnvmapMask )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
}
bool bHasSelfIllumFresnel = ( !bHasDetailTexture ) && ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
if ( bHasSelfIllumFresnel )
{
pContextData->m_Constants.cConstScaleBiasExp.Init( 1.0f, 0.0f, 1.0f, 0.0f );
float flMin = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[0] : 0.0f;
float flMax = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[1] : 1.0f;
float flExp = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[2] : 1.0f;
pContextData->m_Constants.cConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
pContextData->m_Constants.cConstScaleBiasExp[0] = 1.0f - pContextData->m_Constants.cConstScaleBiasExp[1]; // Scale
pContextData->m_Constants.cConstScaleBiasExp[2] = flExp; // Exp
pContextData->m_Constants.cConstScaleBiasExp[3] = flMax; // Brightness
}
if ( bHasDiffuseWarp && !bHasSelfIllumFresnel )
{
if ( r_lightwarpidentity.GetBool() )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_IDENTITY_LIGHTWARP );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, info.m_nDiffuseWarpTexture, -1 );
}
}
if ( ( info.m_nEnvmapContrast != -1 ) )
pContextData->m_Constants.cEnvMapContrast = params[info.m_nEnvmapContrast]->GetVecValue();
// mat_fullbright 2 handling
bool bLightingOnly = bVertexLitGeneric && mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
if ( bLightingOnly )
{
if ( bHasBaseTexture )
{
if ( ( bHasSelfIllum && !hasSelfIllumInEnvMapMask ) )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
}
else
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
}
}
if ( bHasDetailTexture )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY );
}
}
//if ( bHasBump || bHasDiffuseWarp )
//{
// pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
//}
if ( info.m_nSelfIllumTint != -1 )
{
float pSelfIllumTint[4] = { 0.0f, 0.0f, 0.0f, fBlendFactor };
params[info.m_nSelfIllumTint]->GetVecValue( pSelfIllumTint, 3 );
pContextData->m_Constants.cSelfIllumTint = pSelfIllumTint;
}
if ( bHasPhongWarp )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nPhongWarpTexture, -1 );
}
if ( bHasSpecularExponentTexture && bHasPhong )
{
pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nPhongExponentTexture, -1 );
}
else if ( bHasPhong )
{
pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_WHITE );
}
// Build phong constants
if ( bHasPhong )
{
float vFresnelRanges_SpecBoost[4] = { 0, 0.5, 1, 1 };
if ( ( info.m_nPhongFresnelRanges != -1 ) && params[info.m_nPhongFresnelRanges]->IsDefined() )
params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional Fresnel range parameters
if ( ( info.m_nPhongBoost != -1 ) && params[info.m_nPhongBoost]->IsDefined() ) // Grab optional Phong boost param
vFresnelRanges_SpecBoost[3] = params[info.m_nPhongBoost]->GetFloatValue();
else
vFresnelRanges_SpecBoost[3] = 1.0f;
float vSpecularTint[4] = { 1, 1, 1, 4 };
// Get the tint parameter
if ( ( info.m_nPhongTint != -1 ) && params[info.m_nPhongTint]->IsDefined() )
{
params[info.m_nPhongTint]->GetVecValue( vSpecularTint, 3 );
}
// If it's all zeros, there was no constant tint in the vmt
if ( ( vSpecularTint[0] == 0.0f ) && ( vSpecularTint[1] == 0.0f ) && ( vSpecularTint[2] == 0.0f ) )
{
if ( bHasPhongTintMap ) // If we have a map to use, tell the shader
{
vSpecularTint[0] = -1;
}
else // Otherwise, just tint with white
{
vSpecularTint[0] = 1.0f;
vSpecularTint[1] = 1.0f;
vSpecularTint[2] = 1.0f;
}
}
// Get the rim light power (goes in w of Phong tint)
if ( bHasRimLight && ( info.m_nRimLightPower != -1 ) && params[info.m_nRimLightPower]->IsDefined() )
{
vSpecularTint[3] = params[info.m_nRimLightPower]->GetFloatValue();
vSpecularTint[3] = max( vSpecularTint[3], 1.0f ); // Make sure this is at least 1
}
float vRimPhongParams[4] = { 1, 1, 1, 1 };
// Get the rim boost
if ( bHasRimLight && ( info.m_nRimLightBoost != -1 ) && params[info.m_nRimLightBoost]->IsDefined() )
{
vRimPhongParams[0] = params[info.m_nRimLightBoost]->GetFloatValue();
}
// Rim mask control
vRimPhongParams[1] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f;
bool bHasBaseAlphaPhongMask = ( info.m_nBaseMapAlphaPhongMask != -1 ) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );
vRimPhongParams[2] = bHasBaseAlphaPhongMask ? 1 : 0;
bool bInvertPhongMask = ( info.m_nInvertPhongMask != -1 ) && ( params[info.m_nInvertPhongMask]->GetIntValue() != 0 );
float fInvertPhongMask = bInvertPhongMask ? 1 : 0;
vRimPhongParams[3] = fInvertPhongMask;
float vSpecExponent[4] = { 1, 0, 0, 0 };
if ( ( info.m_nPhongExponent != -1 ) && params[info.m_nPhongExponent]->IsDefined() )
vSpecExponent[0] = params[info.m_nPhongExponent]->GetFloatValue(); // This overrides the channel in the map
else
vSpecExponent[0] = 0;
// Store the constants
pContextData->m_Constants.cFresnelSpecParams = Vector4D( vFresnelRanges_SpecBoost );
pContextData->m_Constants.cSpecularRimParams = Vector4D( vSpecularTint );
pContextData->m_Constants.cPhongRimParams = Vector4D( vRimPhongParams );
pContextData->m_Constants.cSpecExponent = Vector4D( vSpecExponent );
}
pContextData->m_SemiStaticCmdsOut.End();
}
}
if ( pShaderAPI )
{
CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
pShaderAPI->GetFogParamsAndColor( pContextData->m_Constants.g_FogParams.Base(),
pContextData->m_Constants.g_FogColor.Base() );
if ( bHasEnvmap )
{
DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame );
}
bool bFlashlightShadows = false;
// DX11FIXME: Flashlight
#if 1
if ( bHasFlashlight )
{
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
const FlashlightState_t &state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
bFlashlightShadows = state.m_bEnableShadows;// && ( pFlashlightDepthTexture != NULL );
if ( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
{
pShader->BindTexture( SHADER_SAMPLER8, pFlashlightDepthTexture, 0 );
//DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER6, TEXTURE_SHADOW_NOISE_2D );
}
Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
pShader->BindTexture( SHADER_SAMPLER7, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
}
#endif
// Set up light combo state
LightState_t lightState = { 0, false, false/*, false*/ };
if ( bVertexLitGeneric )
{
pShaderAPI->GetDX9LightState( &lightState );
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
int numBones = pShaderAPI->GetCurrentNumBones();
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;
}
VMatrix worldToTexture;
ITexture *pFlashlightDepthTexture;
FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
{
if ( bAmbientOnly ) // Override selected light combo to be ambient only
{
lightState.m_bAmbientLight = true;
lightState.m_bStaticLight = false;
lightState.m_nNumLights = 0;
}
const bool bHasFastVertexTextures = g_pHardwareConfig->HasFastVertexTextures();
if ( bHasFastVertexTextures )
pShader->SetHWMorphVertexShaderState( pContextData->m_Constants.cMorphDimensions,
pContextData->m_Constants.cMorphSubrect,
SHADER_VERTEXTEXTURE_SAMPLER0 );
DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs40 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW,
pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING ) != 0 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, /*bHasFastVertexTextures && pShaderAPI->IsHWMorphingEnabled()*/false );
SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
SET_DYNAMIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_vs40 );
DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps40 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bHasFlashlight );
//SET_DYNAMIC_PIXEL_SHADER_COMBO( CASCADED_SHADOW, iCascadedShadowCombo );
SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PHONG, pContextData->m_bHasPhong );
SET_DYNAMIC_PIXEL_SHADER_COMBO( RIMLIGHT, pContextData->m_bHasRimLight );
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRINKLEMAP, pContextData->m_bHasWrinkle );
SET_DYNAMIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, pContextData->m_bHasPhongWarp );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, bHasFlashlight );
SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_ps40 );
if ( bHasFastVertexTextures )
{
bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
}
}
if ( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() )
{
pShader->SetModulationDynamicState_LinearColorSpace_LinearScale( pContextData->m_Constants.cModulationColor,
params[info.m_nHDRColorScale]->GetFloatValue() );
}
else
{
pShader->SetModulationDynamicState_LinearColorSpace( pContextData->m_Constants.cModulationColor );
}
//float eyePos[4];
//pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
//DynamicCmdsOut.SetPixelShaderConstant( 20, eyePos );
// Non-bump case does its own depth feathering work
if ( !bHasBump && !bHasDiffuseWarp )
{
pContextData->m_Constants.cDepthFeathering[0] = GetFloatParam( info.m_nDepthBlendScale, params, 50.0f );
}
int fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0;
int fWriteDepthToAlpha = bWriteDepthToAlpha && IsPC() ? 1 : 0;
int fWriteWaterFogToDestAlpha = ( pShaderAPI->GetPixelFogCombo() == 1 && bWriteWaterFogToAlpha ) ? 1 : 0;
int fVertexAlpha = bHasVertexAlpha ? 1 : 0;
pContextData->m_Constants.cShaderControls.Init( fPixelFogType, fWriteDepthToAlpha, fWriteWaterFogToDestAlpha, fVertexAlpha );
// flashlightfixme: put this in common code.
if ( bHasFlashlight )
{
pShader->BindTexture( SHADER_SAMPLER7, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
}
DynamicCmdsOut.End();
pShader->UpdateConstantBuffer( g_hVertexLitGeneric_CBuffer, &pContextData->m_Constants );
pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
}
pShader->Draw();
}
void DrawVertexLitGeneric_DX11( CBaseVSShader *pShader, IMaterialVar **params, IShaderDynamicAPI *pShaderAPI,
IShaderShadow *pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX11_Vars_t &info, VertexCompressionType_t vertexCompression,
CBasePerMaterialContextData **pContextDataPtr, bool bForceFlashlight )
{
bool bReceiveFlashlight = bVertexLitGeneric;
bool bNewFlashlight = IsX360();
if ( bNewFlashlight )
{
bReceiveFlashlight = bReceiveFlashlight || ( GetIntParam( info.m_nReceiveFlashlight, params ) != 0 );
}
bool bHasFlashlight = bReceiveFlashlight && pShader->UsingFlashlight( params ) || bForceFlashlight;
DrawVertexLitGeneric_DX11_Internal( pShader, params, pShaderAPI,
pShaderShadow, bVertexLitGeneric, bHasFlashlight, info, vertexCompression, pContextDataPtr );
}
#endif