summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/skin_dx9_helper.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'materialsystem/stdshaders/skin_dx9_helper.cpp')
-rw-r--r--materialsystem/stdshaders/skin_dx9_helper.cpp990
1 files changed, 990 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/skin_dx9_helper.cpp b/materialsystem/stdshaders/skin_dx9_helper.cpp
new file mode 100644
index 0000000..cc99978
--- /dev/null
+++ b/materialsystem/stdshaders/skin_dx9_helper.cpp
@@ -0,0 +1,990 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+#include "BaseVSShader.h"
+#include "skin_dx9_helper.h"
+#include "convar.h"
+#include "cpp_shader_constant_register_map.h"
+#include "skin_vs20.inc"
+#include "skin_ps20b.inc"
+#include "commandbuilder.h"
+
+#ifndef _X360
+#include "skin_vs30.inc"
+#include "skin_ps30.inc"
+#endif
+
+// 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 r_rimlight( "r_rimlight", "1", FCVAR_NONE );
+
+// Textures may be bound to the following samplers:
+// SHADER_SAMPLER0 Base (Albedo) / Gloss in alpha
+// SHADER_SAMPLER1 Specular warp (including iridescence)
+// SHADER_SAMPLER2 Diffuse Lighting warp texture
+// SHADER_SAMPLER3 Normal Map
+// SHADER_SAMPLER4 Flashlight Shadow Depth Map
+// SHADER_SAMPLER5 Normalization cube map
+// SHADER_SAMPLER6 Flashlight Cookie
+// SHADER_SAMPLER7 Specular exponent
+// SHADER_SAMPLER8 Cubic environment map
+// SHADER_SAMPLER9 Compressed wrinklemap
+// SHADER_SAMPLER10 Stretched wrinklemap
+// SHADER_SAMPLER11 Compressed wrinkle normal map
+// SHADER_SAMPLER12 Stretched wrinkle normal map
+// SHADER_SAMPLER13 Detail texture
+
+
+//-----------------------------------------------------------------------------
+// Initialize shader parameters
+//-----------------------------------------------------------------------------
+void InitParamsSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, VertexLitGeneric_DX9_Vars_t &info )
+{
+ // FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
+ Assert( info.m_nFlashlightTexture >= 0 );
+
+ 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 );
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+
+ // No texture means no env mask in base alpha
+ if ( !params[info.m_nBaseTexture]->IsDefined() )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+
+ // If in decal mode, no debug override...
+ if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+
+ // 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
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
+ }
+
+ if ( ( info.m_nSelfIllumFresnel != -1 ) && ( !params[info.m_nSelfIllumFresnel]->IsDefined() ) )
+ {
+ 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 InitSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, VertexLitGeneric_DX9_Vars_t &info )
+{
+ Assert( info.m_nFlashlightTexture >= 0 );
+ pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
+
+ bool bIsBaseTextureTranslucent = false;
+ if ( params[info.m_nBaseTexture]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nBaseTexture, 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, TEXTUREFLAGS_SRGB );
+ pShader->LoadTexture( info.m_nStretch, TEXTUREFLAGS_SRGB );
+ }
+ }
+
+ 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 )
+ {
+ 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, TEXTUREFLAGS_SRGB );
+ }
+
+ 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 );
+ }
+ }
+ }
+
+ if ( params[info.m_nEnvmap]->IsDefined() )
+ {
+ pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
+ }
+
+ if ( bHasSelfIllumMask )
+ {
+ pShader->LoadTexture( info.m_nSelfIllumMask );
+ }
+}
+
+class CSkin_DX9_Context : public CBasePerMaterialContextData
+{
+public:
+ CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
+ bool m_bFastPath;
+
+};
+
+//-----------------------------------------------------------------------------
+// Draws the shader
+//-----------------------------------------------------------------------------
+void DrawSkin_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
+ bool bHasFlashlight, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
+ CBasePerMaterialContextData **pContextDataPtr )
+{
+ bool bHasBaseTexture = (info.m_nBaseTexture != -1) && params[info.m_nBaseTexture]->IsTexture();
+ bool bHasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
+
+ 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();
+
+ bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
+ bool bHasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
+ bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
+ bool bHasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) != 0;
+ bool bHasSelfIllumFresnel = ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
+ bool bHasSelfIllumMask = ( bHasSelfIllum ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsTexture();
+
+ // Tie these to specular
+ bool bHasPhong = (info.m_nPhong != -1) && ( params[info.m_nPhong]->GetIntValue() != 0 );
+ 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();
+ bool bHasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
+
+#if !defined( _X360 )
+ bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
+#endif
+
+ // 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 );
+ bool bHasRimMaskMap = bHasSpecularExponentTexture && bHasRimLight && (info.m_nRimMask != -1) && ( params[info.m_nRimMask]->GetIntValue() != 0 );
+
+ float fBlendFactor=( info.m_nDetailTextureBlendFactor == -1 )? 1 : params[info.m_nDetailTextureBlendFactor]->GetFloatValue();
+ bool hasDetailTexture = ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsTexture();
+ int nDetailBlendMode = ( hasDetailTexture && info.m_nDetailTextureCombineMode != -1 ) ? params[info.m_nDetailTextureCombineMode]->GetIntValue() : 0;
+
+ bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params ) && !bHasSelfIllum; // Pixel shader can't do both BLENDTINTBYBASEALPHA and SELFILLUM, so let selfillum win
+
+ float flTintReplacementAmount = GetFloatParam( info.m_nTintReplacesBaseColor, params );
+
+ float flPhongExponentFactor = ( info.m_nPhongExponentFactor != -1 ) ? GetFloatParam( info.m_nPhongExponentFactor, params ) : 0.0f;
+ const bool bHasPhongExponentFactor = flPhongExponentFactor != 0.0f;
+
+ BlendType_t nBlendType= pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true );
+
+ bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && !bHasFlashlight; //dest alpha is free for special use
+
+ CSkin_DX9_Context *pContextData = reinterpret_cast< CSkin_DX9_Context *> ( *pContextDataPtr );
+ if ( ! pContextData )
+ {
+ pContextData = new CSkin_DX9_Context;
+ *pContextDataPtr = pContextData;
+ }
+
+ if( pShader->IsSnapshotting() )
+ {
+ // look at color and alphamod stuff.
+ // Unlit generic never uses the flashlight
+ bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture();
+ bool bHasNormal = params[info.m_nBumpmap]->IsTexture();
+ bool bCanUseBaseAlphaPhongMaskFastPath = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );
+
+ if ( ! ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() ) )
+ bCanUseBaseAlphaPhongMaskFastPath = true;
+
+ pContextData->m_bFastPath =
+ (! bHasBump ) &&
+ (! bHasSpecularExponentTexture ) &&
+ (! bHasPhongTintMap ) &&
+ (! bHasPhongWarp ) &&
+ (! bHasRimLight ) &&
+ (! hasDetailTexture ) &&
+ bCanUseBaseAlphaPhongMaskFastPath &&
+ (! bHasSelfIllum ) &&
+ (! bBlendTintByBaseAlpha );
+
+ // Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
+ pShaderShadow->EnableAlphaTest( bIsAlphaTested );
+
+ if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
+ {
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
+ }
+
+ int nShadowFilterMode = 0;
+ if( bHasFlashlight )
+ {
+ if (params[info.m_nBaseTexture]->IsTexture())
+ {
+ pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
+ }
+
+ 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.
+ pShaderShadow->EnableAlphaTest( false );
+ pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
+ }
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->EnableDepthWrites( false );
+
+ // Be sure not to write to dest alpha
+ pShaderShadow->EnableAlphaWrites( false );
+
+ nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
+ }
+ else // not flashlight pass
+ {
+ if (params[info.m_nBaseTexture]->IsTexture())
+ {
+ pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
+ }
+
+ if ( bHasEnvmap )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Cubic environment map
+ if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
+ {
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER8, true );
+ }
+ }
+ }
+
+ unsigned int flags = VERTEX_POSITION;
+ if( bHasNormal )
+ {
+ flags |= VERTEX_NORMAL;
+ }
+
+ int userDataSize = 0;
+
+ // Always enable...will bind white if nothing specified...
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); // Base (albedo) map
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+
+ if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Base (albedo) compression map
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER9, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Base (albedo) expansion map
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER10, true );
+ }
+
+ if( bHasDiffuseWarp )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // Diffuse warp texture
+ }
+
+ if( bHasPhongWarp )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Specular warp texture
+ }
+
+ // Specular exponent map or dummy
+ pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Specular exponent map
+
+ if( bHasFlashlight )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); // Shadow depth map
+ pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER4 );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER4, false );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Noise map
+ pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Flashlight cookie
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, true );
+ userDataSize = 4; // tangent S
+ }
+
+ // Always enable, since flat normal will be bound
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); // Normal map
+ userDataSize = 4; // tangent S
+ pShaderShadow->EnableTexture( SHADER_SAMPLER5, true ); // Normalizing cube map
+
+ if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal compression map
+ pShaderShadow->EnableTexture( SHADER_SAMPLER12, true ); // Normal expansion map
+ }
+
+ if ( hasDetailTexture )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
+ if ( nDetailBlendMode != 0 ) //Not Mod2X
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER13, true );
+ }
+
+ if ( bHasSelfIllum )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
+ }
+
+ if( bHasVertexColor || bHasVertexAlpha )
+ {
+ flags |= VERTEX_COLOR;
+ }
+
+ pShaderShadow->EnableSRGBWrite( true );
+
+ // texcoord0 : base texcoord, texcoord2 : decal hw morph delta
+ int pTexCoordDim[3] = { 2, 0, 3 };
+ int nTexCoordCount = 1;
+
+#ifndef _X360
+ // Special morphed decal information
+ if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() )
+ {
+ nTexCoordCount = 3;
+ }
+#endif
+
+ // This shader supports compressed vertices, so OR in that flag:
+ flags |= VERTEX_FORMAT_COMPRESSED;
+
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
+
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_STATIC_VERTEX_SHADER( skin_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
+ SET_STATIC_VERTEX_SHADER( skin_vs20 );
+
+ // Assume we're only going to get in here if we support 2b
+ DECLARE_STATIC_PIXEL_SHADER( skin_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong );
+ SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong );
+ SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath );
+ SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
+ SET_STATIC_PIXEL_SHADER( skin_ps20b );
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ DECLARE_STATIC_VERTEX_SHADER( skin_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
+ SET_STATIC_VERTEX_SHADER( skin_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( skin_ps30 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum && !bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel && !bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && bHasPhong );
+ SET_STATIC_PIXEL_SHADER_COMBO( PHONGWARPTEXTURE, bHasPhongWarp && bHasPhong );
+ SET_STATIC_PIXEL_SHADER_COMBO( WRINKLEMAP, bHasBaseTextureWrinkle || bHasBumpWrinkle );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( RIMLIGHT, bHasRimLight );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( CONVERT_TO_SRGB, 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( FASTPATH_NOBUMP, pContextData->m_bFastPath );
+ SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
+ SET_STATIC_PIXEL_SHADER( skin_ps30 );
+ }
+#endif
+
+ if( bHasFlashlight )
+ {
+ pShader->FogToBlack();
+ }
+ else
+ {
+ pShader->DefaultFog();
+ }
+
+ // HACK HACK HACK - enable alpha writes all the time so that we have them for underwater stuff
+ pShaderShadow->EnableAlphaWrites( bFullyOpaque );
+ }
+ else // not snapshotting -- begin dynamic state
+ {
+ bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ bool bHasEnvmap = !bHasFlashlight && params[info.m_nEnvmap]->IsTexture();
+
+ if( bHasBaseTexture )
+ {
+ pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
+ }
+ else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
+ }
+
+ if ( bHasBaseTextureWrinkle )
+ {
+ pShader->BindTexture( SHADER_SAMPLER9, info.m_nWrinkle, info.m_nBaseTextureFrame );
+ pShader->BindTexture( SHADER_SAMPLER10, info.m_nStretch, info.m_nBaseTextureFrame );
+ }
+ else if ( bHasBumpWrinkle )
+ {
+ pShader->BindTexture( SHADER_SAMPLER9, info.m_nBaseTexture, info.m_nBaseTextureFrame );
+ pShader->BindTexture( SHADER_SAMPLER10, info.m_nBaseTexture, info.m_nBaseTextureFrame );
+ }
+
+ if( bHasDiffuseWarp && bHasPhong )
+ {
+ if ( r_lightwarpidentity.GetBool() )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_IDENTITY_LIGHTWARP );
+ }
+ else
+ {
+ pShader->BindTexture( SHADER_SAMPLER2, info.m_nDiffuseWarpTexture );
+ }
+ }
+
+ if( bHasPhongWarp )
+ {
+ pShader->BindTexture( SHADER_SAMPLER1, info.m_nPhongWarpTexture );
+ }
+
+ if( bHasSpecularExponentTexture && bHasPhong )
+ {
+ pShader->BindTexture( SHADER_SAMPLER7, info.m_nPhongExponentTexture );
+ }
+ else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER7, TEXTURE_WHITE );
+ }
+
+ if( !g_pConfig->m_bFastNoBump )
+ {
+ if( bHasBump )
+ pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
+ else
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
+
+ if ( bHasBumpWrinkle )
+ {
+ pShader->BindTexture( SHADER_SAMPLER11, info.m_nNormalWrinkle, info.m_nBumpFrame );
+ pShader->BindTexture( SHADER_SAMPLER12, info.m_nNormalStretch, info.m_nBumpFrame );
+ }
+ else if ( bHasBaseTextureWrinkle )
+ {
+ pShader->BindTexture( SHADER_SAMPLER11, info.m_nBumpmap, info.m_nBumpFrame );
+ pShader->BindTexture( SHADER_SAMPLER12, info.m_nBumpmap, info.m_nBumpFrame );
+ }
+ }
+ else
+ {
+ if( bHasBump )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
+ }
+ if ( bHasBaseTextureWrinkle || bHasBumpWrinkle )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER11, TEXTURE_NORMALMAP_FLAT );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER12, TEXTURE_NORMALMAP_FLAT );
+ }
+ }
+
+ if ( hasDetailTexture )
+ {
+ pShader->BindTexture( SHADER_SAMPLER13, info.m_nDetail, info.m_nDetailFrame );
+ }
+
+ if ( bHasSelfIllum )
+ {
+ if ( bHasSelfIllumMask ) // Separate texture for self illum?
+ {
+ pShader->BindTexture( SHADER_SAMPLER14, info.m_nSelfIllumMask ); // Bind it
+ }
+ else // else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER14, TEXTURE_BLACK ); // Bind dummy
+ }
+ }
+
+ LightState_t lightState = { 0, false, false };
+ bool bFlashlightShadows = false;
+ if( bHasFlashlight )
+ {
+ Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
+ pShader->BindTexture( SHADER_SAMPLER6, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
+ VMatrix worldToTexture;
+ ITexture *pFlashlightDepthTexture;
+ FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
+ bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
+
+ SetFlashLightColorFromState( state, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
+
+ if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
+ {
+ pShader->BindTexture( SHADER_SAMPLER4, pFlashlightDepthTexture, 0 );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_SHADOW_NOISE_2D );
+ }
+ }
+ else // no flashlight
+ {
+ if ( bHasEnvmap )
+ {
+ pShader->BindTexture( SHADER_SAMPLER8, info.m_nEnvmap, info.m_nEnvmapFrame );
+ }
+
+ pShaderAPI->GetDX9LightState( &lightState );
+ }
+
+ MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+ int numBones = pShaderAPI->GetCurrentNumBones();
+
+ // don't have an easy way to get this through to GLM, so just print it old school
+ //printf("\n-D- DrawSkin_DX9_Internal numBones is %d", numBones );
+
+ bool bWriteDepthToAlpha = false;
+ bool bWriteWaterFogToAlpha = false;
+ if( 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." );
+ }
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs20 );
+ 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( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER( skin_vs20 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PHONG_USE_EXPONENT_FACTOR, bHasPhongExponentFactor );
+ SET_DYNAMIC_PIXEL_SHADER( skin_ps20b );
+ }
+#ifndef _X360
+ else
+ {
+ pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, VERTEX_SHADER_SHADER_SPECIFIC_CONST_7, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( skin_vs30 );
+ 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, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( skin_vs30 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( skin_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PHONG_USE_EXPONENT_FACTOR, bHasPhongExponentFactor );
+ SET_DYNAMIC_PIXEL_SHADER( skin_ps30 );
+
+ bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
+ pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
+ }
+#endif
+
+ pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
+
+ if( bHasBump )
+ {
+ pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
+ }
+
+ if ( hasDetailTexture )
+ {
+ if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
+ pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
+ info.m_nDetailTextureTransform,
+ info.m_nDetailScale );
+ else
+ pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4,
+ info.m_nBaseTextureTransform,
+ info.m_nDetailScale );
+ }
+
+ pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
+ pShader->SetPixelShaderConstant_W( PSREG_SELFILLUMTINT, info.m_nSelfIllumTint, fBlendFactor );
+ bool bInvertPhongMask = ( info.m_nInvertPhongMask != -1 ) && ( params[info.m_nInvertPhongMask]->GetIntValue() != 0 );
+ float fInvertPhongMask = bInvertPhongMask ? 1 : 0;
+
+ bool bHasBaseAlphaPhongMask = (info.m_nBaseMapAlphaPhongMask != -1) && ( params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 0 );
+ float fHasBaseAlphaPhongMask = bHasBaseAlphaPhongMask ? 1 : 0;
+ // Controls for lerp-style paths through shader code
+ float vShaderControls[4] = { fHasBaseAlphaPhongMask, 0.0f/*unused*/, flTintReplacementAmount, fInvertPhongMask };
+ pShaderAPI->SetPixelShaderConstant( PSREG_CONSTANT_27, vShaderControls, 1 );
+
+ if ( hasDetailTexture )
+ {
+#if 0 // needs constant change
+ if ( info.m_nDetailTint != -1 )
+ pShader->SetPixelShaderConstantGammaToLinear( 10, info.m_nDetailTint );
+ else
+ {
+ float boring_tint[4]={1,1,1,1};
+ pShaderAPI->SetPixelShaderConstant( 10, boring_tint, 1 );
+ }
+#endif
+ }
+
+ if ( bHasSelfIllumFresnel && !bHasFlashlight )
+ {
+ float vConstScaleBiasExp[4] = { 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;
+
+ vConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
+ vConstScaleBiasExp[0] = 1.0f - vConstScaleBiasExp[1]; // Scale
+ vConstScaleBiasExp[2] = flExp; // Exp
+ vConstScaleBiasExp[3] = flMax; // Brightness
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_SELFILLUM_SCALE_BIAS_EXP, vConstScaleBiasExp, 1 );
+ }
+
+ pShader->SetAmbientCubeDynamicStateVertexShader();
+
+ if( !bHasFlashlight )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
+
+ // Setting .x to 1 means to apply Fresnel to env map. Setting w to 1 means use separate selfillummask
+ float vEnvMapFresnel_SelfIllumMask[4] = {0.0f, 0.0f, 0.0f, 0.0f};
+ vEnvMapFresnel_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f;
+
+ if( bHasEnvmap )
+ {
+ float vEnvMapTint_MaskControl[4] = {1.0f, 1.0f, 1.0f, 0.0f};
+
+ // If we have a tint, grab it
+ if ( (info.m_nEnvmapTint != -1) && params[info.m_nEnvmapTint]->IsDefined() )
+ params[info.m_nEnvmapTint]->GetVecValue(vEnvMapTint_MaskControl, 3);
+
+ // Set control for source of env map mask (normal alpha or base alpha)
+ vEnvMapTint_MaskControl[3] = bHasNormalMapAlphaEnvmapMask ? 1.0f : 0.0f;
+
+ if ( (info.m_nEnvmapFresnel != -1) && params[info.m_nEnvmapFresnel]->IsDefined() )
+ vEnvMapFresnel_SelfIllumMask[0] = params[info.m_nEnvmapFresnel]->GetFloatValue();
+
+ // Handle mat_fullbright 2 (diffuse lighting only with 50% gamma space basetexture)
+ if( bLightingOnly )
+ {
+ vEnvMapTint_MaskControl[0] = vEnvMapTint_MaskControl[1] = vEnvMapTint_MaskControl[2] = 0.0f;
+ }
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_TINT__SHADOW_TWEAKS, vEnvMapTint_MaskControl, 1 );
+ }
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_ENVMAP_FRESNEL__SELFILLUMMASK, vEnvMapFresnel_SelfIllumMask, 1 );
+ }
+
+ pShaderAPI->SetPixelShaderStateAmbientLightCube( PSREG_AMBIENT_CUBE, !lightState.m_bAmbientLight ); // Force to black if not bAmbientLight
+ pShaderAPI->CommitPixelShaderLighting( PSREG_LIGHT_INFO_ARRAY );
+
+ // Pack Phong exponent in with the eye position
+ float vEyePos_SpecExponent[4], vFresnelRanges_SpecBoost[4] = {1, 0.5, 1, 1}, vRimBoost[4] = {1, 1, 1, 1};
+ float vSpecularTint[4] = {1, 1, 1, 4};
+ pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent );
+
+ // If we have a phong exponent factor, then use that as a multiplier against the texture.
+ if ( bHasPhongExponentFactor )
+ {
+ vEyePos_SpecExponent[3] = flPhongExponentFactor;
+ }
+ else
+ {
+ // Use the alpha channel of the normal map for the exponent by default
+ vEyePos_SpecExponent[3] = -1.f;
+ if ( (info.m_nPhongExponent != -1) && params[info.m_nPhongExponent]->IsDefined() )
+ {
+ float fValue = params[info.m_nPhongExponent]->GetFloatValue();
+ if ( fValue > 0.f )
+ {
+ // Nonzero value in material overrides map channel
+ vEyePos_SpecExponent[3] = fValue;
+ }
+ }
+ }
+
+ // Get the tint parameter
+ if ( (info.m_nPhongTint != -1) && params[info.m_nPhongTint]->IsDefined() )
+ {
+ params[info.m_nPhongTint]->GetVecValue(vSpecularTint, 3);
+ }
+
+ // 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
+ }
+
+ // Get the rim boost (goes in w of flashlight position)
+ if ( bHasRimLight && (info.m_nRimLightBoost != -1) && params[info.m_nRimLightBoost]->IsDefined() )
+ {
+ vRimBoost[3] = params[info.m_nRimLightBoost]->GetFloatValue();
+ }
+
+ if ( !bHasFlashlight )
+ {
+ float vRimMaskControl[4] = {0, 0, 0, 0}; // Only x is relevant in shader code
+ vRimMaskControl[0] = bHasRimMaskMap ? params[info.m_nRimMask]->GetFloatValue() : 0.0f;
+
+ // Rim mask...if this is true, use alpha channel of spec exponent texture to mask the rim term
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, vRimMaskControl, 1 );
+ }
+
+ // 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;
+ }
+ }
+
+ // handle mat_fullbright 2 (diffuse lighting only)
+ if( bLightingOnly )
+ {
+ // BASETEXTURE
+ if( bHasSelfIllum && !bHasFlashlight )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
+ }
+ else
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
+ }
+
+ // DETAILTEXTURE
+ if ( hasDetailTexture )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER13, TEXTURE_GREY );
+ }
+
+ // turn off specularity
+ vSpecularTint[0] = vSpecularTint[1] = vSpecularTint[2] = 0.0f;
+ }
+
+ if ( (info.m_nPhongFresnelRanges != -1) && params[info.m_nPhongFresnelRanges]->IsDefined() )
+ {
+ params[info.m_nPhongFresnelRanges]->GetVecValue( vFresnelRanges_SpecBoost, 3 ); // Grab optional Fresnel range parameters
+ // Change fresnel range encoding from (min, mid, max) to ((mid-min)*2, mid, (max-mid)*2)
+ vFresnelRanges_SpecBoost[0] = (vFresnelRanges_SpecBoost[1] - vFresnelRanges_SpecBoost[0]) * 2;
+ vFresnelRanges_SpecBoost[2] = (vFresnelRanges_SpecBoost[2] - vFresnelRanges_SpecBoost[1]) * 2;
+ }
+
+ 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;
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 );
+ pShaderAPI->SetPixelShaderConstant( PSREG_FRESNEL_SPEC_PARAMS, vFresnelRanges_SpecBoost, 1 );
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, vRimBoost, 1 ); // Rim boost in w on non-flashlight pass
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_SPEC_RIM_PARAMS, vSpecularTint, 1 );
+ pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS );
+
+ // flashlightfixme: put this in common code.
+ if( bHasFlashlight )
+ {
+ VMatrix worldToTexture;
+ float atten[4], pos[4], tweaks[4];
+
+ const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
+ SetFlashLightColorFromState( flashlightState, pShaderAPI, PSREG_FLASHLIGHT_COLOR );
+
+ pShader->BindTexture( SHADER_SAMPLER6, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
+
+ atten[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
+ atten[1] = flashlightState.m_fLinearAtten;
+ atten[2] = flashlightState.m_fQuadraticAtten;
+ atten[3] = flashlightState.m_FarZ;
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_ATTENUATION, atten, 1 );
+
+ pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
+ pos[1] = flashlightState.m_vecLightOrigin[1];
+ pos[2] = flashlightState.m_vecLightOrigin[2];
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_POSITION_RIM_BOOST, pos, 1 ); // steps on rim boost
+
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_TO_WORLD_TEXTURE, worldToTexture.Base(), 4 );
+
+ // Tweaks associated with a given flashlight
+ tweaks[0] = ShadowFilterFromState( flashlightState );
+ 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] = (float) nWidth / 32.0f;
+ vScreenScale[1] = (float) nHeight / 32.0f;
+ pShaderAPI->SetPixelShaderConstant( PSREG_FLASHLIGHT_SCREEN_SCALE, vScreenScale, 1 );
+
+ if ( IsX360() )
+ {
+ pShaderAPI->SetBooleanPixelShaderConstant( 0, &flashlightState.m_nShadowQuality, 1 );
+ }
+ }
+ }
+ pShader->Draw();
+}
+
+
+//-----------------------------------------------------------------------------
+// Draws the shader
+//-----------------------------------------------------------------------------
+extern ConVar r_flashlight_version2;
+void DrawSkin_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
+ VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
+ CBasePerMaterialContextData **pContextDataPtr )
+
+{
+ bool bHasFlashlight = pShader->UsingFlashlight( params );
+ if ( bHasFlashlight && ( IsX360() || r_flashlight_version2.GetInt() ) )
+ {
+ DrawSkin_DX9_Internal( pShader, params, pShaderAPI,
+ pShaderShadow, false, info, vertexCompression, pContextDataPtr++ );
+ if ( pShaderShadow )
+ {
+ pShader->SetInitialShadowState( );
+ }
+ }
+ DrawSkin_DX9_Internal( pShader, params, pShaderAPI,
+ pShaderShadow, bHasFlashlight, info, vertexCompression, pContextDataPtr );
+}