aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp802
1 files changed, 802 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp
new file mode 100644
index 00000000..8464f94f
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx8.cpp
@@ -0,0 +1,802 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Lightmap only shader
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+
+#include "lightmappedgeneric_vs11.inc"
+#include "unlitgeneric_vs11.inc"
+#include "worldvertextransition_seamless.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
+
+DEFINE_FALLBACK_SHADER( LightmappedGeneric, LightmappedGeneric_DX8 )
+
+BEGIN_VS_SHADER( LightmappedGeneric_DX8,
+ "Help for LightmappedGeneric_DX8" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
+ SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
+ SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
+ SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
+ SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "amount of detail texture to apply" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+ SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
+ SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
+ SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
+ SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
+ SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
+ SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
+ SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
+ SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
+ SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
+ SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
+ SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_INTEGER, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" )
+ SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_BOOL, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" )
+ SHADER_PARAM( FORCEBUMP, SHADER_PARAM_TYPE_BOOL, "0", "0 == Do bumpmapping if the card says it can handle it. 1 == Always do bumpmapping." )
+ SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
+ SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
+ SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
+ END_SHADER_PARAMS
+
+ virtual bool ShouldUseBumpmapping( IMaterialVar **params )
+ {
+ return g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined();
+ }
+
+ // Set up anything that is necessary to make decisions in SHADER_FALLBACK.
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ // Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
+ if( ShouldUseBumpmapping( params ) && params[ALBEDO]->IsDefined() &&
+ params[BASETEXTURE]->IsDefined() &&
+ !( params[NODIFFUSEBUMPLIGHTING]->IsDefined() && params[NODIFFUSEBUMPLIGHTING]->GetIntValue() ) )
+ {
+ params[BASETEXTURE]->SetStringValue( params[ALBEDO]->GetStringValue() );
+ }
+
+ if( IsUsingGraphics() && params[ENVMAP]->IsDefined() && !CanUseEditorMaterials() )
+ {
+ if( stricmp( params[ENVMAP]->GetStringValue(), "env_cubemap" ) == 0 )
+ {
+ Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
+ params[ENVMAP]->SetUndefined();
+ }
+ }
+
+ if( !params[ENVMAPMASKSCALE]->IsDefined() )
+ {
+ params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
+ }
+
+ if( !params[ENVMAPTINT]->IsDefined() )
+ {
+ params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+
+ if( !params[SELFILLUMTINT]->IsDefined() )
+ {
+ params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+
+ if( !params[DETAILSCALE]->IsDefined() )
+ {
+ params[DETAILSCALE]->SetFloatValue( 4.0f );
+ }
+
+ if( !params[DETAILBLENDFACTOR]->IsDefined() )
+ {
+ params[DETAILBLENDFACTOR]->SetFloatValue( 1.0f );
+ }
+
+ if( !params[FRESNELREFLECTION]->IsDefined() )
+ {
+ params[FRESNELREFLECTION]->SetFloatValue( 1.0f );
+ }
+
+ if( !params[ENVMAPMASKFRAME]->IsDefined() )
+ {
+ params[ENVMAPMASKFRAME]->SetIntValue( 0 );
+ }
+
+ if( !params[ENVMAPFRAME]->IsDefined() )
+ {
+ params[ENVMAPFRAME]->SetIntValue( 0 );
+ }
+
+ if( !params[BUMPFRAME]->IsDefined() )
+ {
+ params[BUMPFRAME]->SetIntValue( 0 );
+ }
+
+ if( !params[ENVMAPCONTRAST]->IsDefined() )
+ {
+ params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
+ }
+
+ if( !params[ENVMAPSATURATION]->IsDefined() )
+ {
+ params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
+ }
+
+ if( !params[ALPHATESTREFERENCE]->IsDefined() )
+ {
+ params[ALPHATESTREFERENCE]->SetFloatValue( 0.0f );
+ }
+
+ // No texture means no self-illum or env mask in base alpha
+ if ( !params[BASETEXTURE]->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 );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ if( ShouldUseBumpmapping( params ) && (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0) )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
+ }
+
+ // Get rid of the envmap if it's optional for this dx level.
+ if( params[ENVMAPOPTIONAL]->IsDefined() && (params[ENVMAPOPTIONAL]->GetIntValue() > g_pHardwareConfig->GetDXSupportLevel()) )
+ {
+ params[ENVMAP]->SetUndefined();
+ }
+
+ // If mat_specular 0, then get rid of envmap
+ if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
+ {
+ params[ENVMAP]->SetUndefined();
+ }
+
+ if( params[SEAMLESS_SCALE]->IsDefined() && params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
+ {
+ if( params[BUMPMAP]->IsDefined() )
+ {
+ Warning( "Can't use $bumpmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $bumpmap: %s\n", pMaterialName );
+ params[BUMPMAP]->SetUndefined();
+ }
+ if( params[ENVMAP]->IsDefined() )
+ {
+ Warning( "Can't use $envmap with $seamless_scale for lightmappedgeneric_dx8. Implicitly disabling $envmap: %s\n", pMaterialName );
+ params[ENVMAP]->SetUndefined();
+ }
+ }
+
+ if ( !params[SEAMLESS_SCALE]->IsDefined() )
+ {
+ // zero means don't do seamless mapping.
+ params[SEAMLESS_SCALE]->SetFloatValue( 0.0f );
+ }
+
+ // Get rid of envmap if we aren't using bumpmapping
+ // *and* we have normalmapalphaenvmapmask *and* we don't have envmapmask elsewhere
+ if ( params[ENVMAP]->IsDefined() && params[BUMPMAP]->IsDefined() && IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) && !ShouldUseBumpmapping( params ) )
+ {
+ if ( !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) && !params[ENVMAPMASK]->IsDefined() )
+ {
+ params[ENVMAP]->SetUndefined();
+ }
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80)
+ return "LightmappedGeneric_DX6";
+
+ if ( IsPC() && g_pHardwareConfig->PreferReducedFillrate() )
+ return "LightmappedGeneric_NoBump_DX8";
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+
+ if( ShouldUseBumpmapping( params ) )
+ {
+ LoadBumpMap( BUMPMAP );
+ }
+
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+
+ if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+ }
+
+ if (params[DETAIL]->IsDefined())
+ {
+ LoadTexture( DETAIL );
+ }
+
+ // 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[ENVMAP]->IsDefined())
+ {
+ if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
+ LoadCubeMap( ENVMAP );
+ else
+ LoadTexture( ENVMAP );
+
+ if( !g_pHardwareConfig->SupportsCubeMaps() )
+ {
+ SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
+ }
+
+ if (params[ENVMAPMASK]->IsDefined())
+ LoadTexture( ENVMAPMASK );
+ }
+
+ if( ShouldUseBumpmapping( params ) )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
+ }
+ }
+
+#ifndef USE_HLSL_PIXEL_SHADERS
+ inline const char *GetPixelShaderName( IMaterialVar** params, bool bBumpedEnvMap )
+ {
+ static char const* s_pPixelShaders[] =
+ {
+ // Unmasked
+ "LightmappedGeneric_EnvMapV2",
+ "LightmappedGeneric_SelfIlluminatedEnvMapV2",
+
+ "LightmappedGeneric_BaseAlphaMaskedEnvMapV2",
+ "LightmappedGeneric_SelfIlluminatedEnvMapV2",
+
+ // Env map mask
+ "LightmappedGeneric_MaskedEnvMapV2",
+ "LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2",
+
+ "LightmappedGeneric_MaskedEnvMapV2",
+ "LightmappedGeneric_SelfIlluminatedMaskedEnvMapV2",
+ };
+
+ if (!params[BASETEXTURE]->IsTexture())
+ {
+ if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap )
+ {
+ if (!params[ENVMAPMASK]->IsDefined() )
+ {
+ return "LightmappedGeneric_EnvmapNoTexture";
+ }
+ else
+ {
+ return "LightmappedGeneric_MaskedEnvmapNoTexture";
+ }
+ }
+ else
+ {
+ return "LightmappedGeneric_NoTexture";
+ }
+ }
+ else
+ {
+ if (params[ENVMAP]->IsTexture() && !bBumpedEnvMap )
+ {
+ int pshIndex = 0;
+ if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
+ pshIndex |= 0x1;
+ if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
+ pshIndex |= 0x2;
+ if (params[ENVMAPMASK]->IsTexture())
+ pshIndex |= 0x4;
+ return s_pPixelShaders[pshIndex];
+ }
+ else
+ {
+ if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
+ return "LightmappedGeneric_SelfIlluminated";
+ else
+ return "LightmappedGeneric";
+ }
+ }
+ }
+#endif
+
+ void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
+ {
+ bool hasEnvmap = params[ENVMAP]->IsTexture() && !bBumpedEnvMap;
+ bool hasBaseTexture = params[BASETEXTURE]->IsTexture();
+ bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
+ bool hasEnvmapCameraSpace = IS_FLAG_SET( MATERIAL_VAR_ENVMAPCAMERASPACE );
+ bool hasEnvmapSphere = IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE );
+
+ if ( hasEnvmap || hasBaseTexture || hasVertexColor || !bBumpedEnvMap )
+ {
+ SHADOW_STATE
+ {
+ // Alpha test
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
+ if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f )
+ {
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() );
+ }
+
+ // Base texture on stage 0
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ }
+
+ // Lightmap on stage 1
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ int fmt = VERTEX_POSITION;
+
+ if ( hasEnvmap )
+ {
+ fmt |= VERTEX_NORMAL;
+
+ // envmap on stage 2
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+
+ // envmapmask on stage 3
+ if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ }
+ }
+
+ if (params[BASETEXTURE]->IsTexture() || bBumpedEnvMap)
+ {
+ SetDefaultBlendingShadowState( BASETEXTURE, true );
+ }
+ else
+ {
+ SetDefaultBlendingShadowState( ENVMAPMASK, false );
+ }
+
+ if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
+ {
+ fmt |= VERTEX_COLOR;
+ }
+
+ pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
+ lightmappedgeneric_vs11_Static_Index vshIndex;
+ vshIndex.SetDETAIL( false );
+ vshIndex.SetENVMAP( hasEnvmap );
+ vshIndex.SetENVMAPCAMERASPACE( hasEnvmap && hasEnvmapCameraSpace );
+ vshIndex.SetENVMAPSPHERE( hasEnvmap && hasEnvmapSphere );
+ vshIndex.SetVERTEXCOLOR( hasVertexColor );
+ pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
+
+ const char *pshName = GetPixelShaderName( params, bBumpedEnvMap );
+ pShaderShadow->SetPixelShader( pshName );
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ if (hasBaseTexture)
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ }
+
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+
+ if ( hasEnvmap )
+ {
+ BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
+
+ if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
+ {
+ if (params[ENVMAPMASK]->IsTexture() )
+ BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME );
+ else
+ BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
+
+ SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
+ }
+
+ if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ||
+ IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
+ {
+ LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
+ }
+ SetEnvMapTintPixelShaderDynamicState( 2, ENVMAPTINT, -1 );
+ }
+
+ if ( !hasEnvmap || hasBaseTexture || hasVertexColor )
+ {
+ SetModulationVertexShaderDynamicState();
+ }
+ EnablePixelShaderOverbright( 0, true, true );
+ SetPixelShaderConstant( 1, SELFILLUMTINT );
+
+ lightmappedgeneric_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+
+ if ( bBumpedEnvMap )
+ {
+ DrawWorldBumpedSpecularLighting(
+ BUMPMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME,
+ ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION,
+ BUMPTRANSFORM, FRESNELREFLECTION,
+ hasEnvmap || hasBaseTexture || hasVertexColor );
+ }
+ }
+
+ void DrawDetailNoEnvmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doSelfIllum )
+ {
+ SHADOW_STATE
+ {
+ // Alpha test
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
+
+ // Base texture on stage 0
+ if (params[BASETEXTURE]->IsTexture())
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ // Lightmap on stage 1
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ // Detail on stage 2
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+
+ int fmt = VERTEX_POSITION;
+
+ SetDefaultBlendingShadowState( BASETEXTURE, true );
+
+ if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
+ fmt |= VERTEX_COLOR;
+
+ pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
+
+ lightmappedgeneric_vs11_Static_Index vshIndex;
+ vshIndex.SetDETAIL( true );
+ vshIndex.SetENVMAP( false );
+ vshIndex.SetENVMAPCAMERASPACE( false );
+ vshIndex.SetENVMAPSPHERE( false );
+ vshIndex.SetVERTEXCOLOR( IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
+ pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
+
+ if (!params[BASETEXTURE]->IsTexture())
+ {
+ pShaderShadow->SetPixelShader("LightmappedGeneric_DetailNoTexture");
+ }
+ else
+ {
+ if (!IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || (!doSelfIllum))
+ {
+ pShaderShadow->SetPixelShader("LightmappedGeneric_Detail");
+ }
+ else
+ {
+ pShaderShadow->SetPixelShader("LightmappedGeneric_DetailSelfIlluminated");
+ }
+ }
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ }
+
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+
+ BindTexture( SHADER_SAMPLER2, DETAIL, FRAME );
+ SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
+
+ SetModulationVertexShaderDynamicState();
+ EnablePixelShaderOverbright( 0, true, true );
+
+ if (doSelfIllum)
+ {
+ SetPixelShaderConstant( 1, SELFILLUMTINT );
+ }
+ float c2[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ c2[0] = c2[1] = c2[2] = c2[3] = params[DETAILBLENDFACTOR]->GetFloatValue();
+ pShaderAPI->SetPixelShaderConstant( 2, c2, 1 );
+
+ lightmappedgeneric_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+
+ inline const char *GetAdditiveEnvmapPixelShaderName( bool usingMask,
+ bool usingBaseTexture, bool usingBaseAlphaEnvmapMask )
+ {
+ static char const* s_pPixelShaders[] =
+ {
+ "LightmappedGeneric_AddEnvmapNoTexture",
+ "LightmappedGeneric_AddEnvmapMaskNoTexture",
+ };
+
+ if ( !usingMask && usingBaseTexture && usingBaseAlphaEnvmapMask )
+ return "LightmappedGeneric_AddBaseAlphaMaskedEnvMap";
+
+ int pshIndex = 0;
+ if (usingMask)
+ pshIndex |= 0x1;
+ return s_pPixelShaders[pshIndex];
+ }
+
+ void DrawAdditiveEnvmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ bool usingBaseTexture = params[BASETEXTURE]->IsTexture();
+ bool usingMask = params[ENVMAPMASK]->IsTexture();
+ bool usingBaseAlphaEnvmapMask = IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK);
+ SHADOW_STATE
+ {
+ // Alpha test
+ pShaderShadow->EnableAlphaTest( false );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, false );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, false );
+
+ // envmap on stage 2
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+
+ // envmapmask on stage 3
+ if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ }
+
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ SetAdditiveBlendingShadowState( BASETEXTURE, true );
+ }
+ else
+ {
+ SetAdditiveBlendingShadowState( ENVMAPMASK, false );
+ }
+
+ int fmt = VERTEX_POSITION | VERTEX_NORMAL;
+
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ // Compute the vertex shader index.
+ lightmappedgeneric_vs11_Static_Index vshIndex;
+ vshIndex.SetDETAIL( false );
+ vshIndex.SetENVMAP( true );
+ vshIndex.SetENVMAPCAMERASPACE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) );
+ vshIndex.SetENVMAPSPHERE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) );
+ vshIndex.SetVERTEXCOLOR( false );
+ s_pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
+
+ const char *pshName = GetAdditiveEnvmapPixelShaderName( usingMask,
+ usingBaseTexture, usingBaseAlphaEnvmapMask );
+ pShaderShadow->SetPixelShader( pshName );
+ FogToBlack();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
+
+ if (usingMask || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
+ {
+ if (usingMask)
+ BindTexture( SHADER_SAMPLER3, ENVMAPMASK, ENVMAPMASKFRAME );
+ else
+ BindTexture( SHADER_SAMPLER3, BASETEXTURE, FRAME );
+
+ SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
+ }
+
+ SetPixelShaderConstant( 2, ENVMAPTINT );
+
+ if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
+ {
+ LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
+ }
+
+ SetModulationVertexShaderDynamicState();
+
+ // Compute the vertex shader index.
+ lightmappedgeneric_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+
+ void DrawDetailMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
+ {
+ // Mode 1 :
+ // Pass 1 : B * L * D + Self Illum
+ // Pass 2 : Add E * M
+
+ // Draw the detail w/ no envmap
+ DrawDetailNoEnvmap( params, pShaderAPI, pShaderShadow, true );
+
+ if ( !bBumpedEnvMap )
+ {
+ DrawAdditiveEnvmap( params, pShaderAPI, pShaderShadow );
+ }
+ else
+ {
+ DrawWorldBumpedSpecularLighting(
+ BUMPMAP, ENVMAP, BUMPFRAME, ENVMAPFRAME,
+ ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION,
+ BUMPTRANSFORM, FRESNELREFLECTION,
+ true );
+ }
+ }
+
+ void DrawDetailUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bBumpedEnvMap )
+ {
+ // We don't have enough textures; gotta do this in two passes if there's envmapping
+ if (!params[ENVMAP]->IsTexture())
+ {
+ DrawDetailNoEnvmap( params, pShaderAPI, pShaderShadow, IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) );
+ }
+ else
+ {
+ if (!params[BASETEXTURE]->IsTexture())
+ {
+ // If there's an envmap but no base texture, ignore detail
+ DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
+ }
+ else
+ {
+ DrawDetailMode1( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
+ }
+ }
+ }
+
+ void DrawUnbumpedSeamlessUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ // This is the seamless_scale version, which doesn't use $detail or $bumpmap
+ SHADOW_STATE
+ {
+ // three copies of the base texture for seamless blending
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+
+ // lightmap
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+
+ int fmt = VERTEX_POSITION;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
+
+ worldvertextransition_seamless_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "WorldVertexTransition_Seamless", vshIndex.GetIndex() );
+
+ int pshIndex = 0;
+ pShaderShadow->SetPixelShader( "WorldVertexTransition_Seamless", pshIndex );
+
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ // Texture 0..2
+ if( bLightingOnly )
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY );
+ }
+ else
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME );
+ }
+
+ // Texture 3 = lightmap
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
+
+ EnablePixelShaderOverbright( 0, true, true );
+
+ float fSeamlessScale = params[SEAMLESS_SCALE]->GetFloatValue();
+ float map_scale[4]= { fSeamlessScale, fSeamlessScale, fSeamlessScale, fSeamlessScale };
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
+
+ worldvertextransition_seamless_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ bool hasFlashlight = UsingFlashlight( params );
+ bool bBump = ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture() &&
+ (params[NODIFFUSEBUMPLIGHTING]->GetIntValue() == 0);
+ bool bSSBump = bBump && ( params[SSBUMP]->GetIntValue() != 0 );
+
+ if( hasFlashlight )
+ {
+ DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
+ FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
+ }
+ else if( bBump )
+ {
+ DrawWorldBumpedUsingVertexShader(
+ BASETEXTURE, BASETEXTURETRANSFORM,
+ BUMPMAP, BUMPFRAME, BUMPTRANSFORM, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP,
+ ENVMAPFRAME, ENVMAPTINT, COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME, FRESNELREFLECTION,
+ false, -1, -1, -1, bSSBump );
+ }
+ else
+ {
+ bool bBumpedEnvMap = ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture() && params[ENVMAP]->IsTexture();
+ if (!params[DETAIL]->IsTexture())
+ {
+ if( params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f )
+ {
+ DrawUnbumpedSeamlessUsingVertexShader( params, pShaderAPI, pShaderShadow );
+ }
+ else
+ {
+ DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
+ }
+ }
+ else
+ {
+ DrawDetailUsingVertexShader( params, pShaderAPI, pShaderShadow, bBumpedEnvMap );
+ }
+ }
+ }
+END_SHADER
+
+
+//-----------------------------------------------------------------------------
+// Version that doesn't do bumpmapping
+//-----------------------------------------------------------------------------
+BEGIN_INHERITED_SHADER( LightmappedGeneric_NoBump_DX8, LightmappedGeneric_DX8,
+ "Help for LightmappedGeneric_NoBump_DX8" )
+
+ SHADER_FALLBACK
+ {
+ if (g_pHardwareConfig->GetDXSupportLevel() < 80)
+ return "LightmappedGeneric_DX6";
+
+ return 0;
+ }
+
+ virtual bool ShouldUseBumpmapping( IMaterialVar **params )
+ {
+ if ( !g_pConfig->UseBumpmapping() )
+ return false;
+
+ if ( !params[BUMPMAP]->IsDefined() )
+ return false;
+
+ return ( params[FORCEBUMP]->GetIntValue() != 0 );
+ }
+
+END_INHERITED_SHADER