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-rw-r--r--mp/src/materialsystem/stdshaders/lightmappedgeneric_dx9_helper.cpp1085
1 files changed, 1085 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx9_helper.cpp b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx9_helper.cpp
new file mode 100644
index 00000000..9da6716d
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx9_helper.cpp
@@ -0,0 +1,1085 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Lightmap only shader
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================
+
+#include "lightmappedgeneric_dx9_helper.h"
+#include "BaseVSShader.h"
+#include "commandbuilder.h"
+#include "convar.h"
+#include "lightmappedgeneric_ps20.inc"
+#include "lightmappedgeneric_vs20.inc"
+#include "lightmappedgeneric_ps20b.inc"
+
+#include "tier0/memdbgon.h"
+
+ConVar mat_disable_lightwarp( "mat_disable_lightwarp", "0" );
+ConVar mat_disable_fancy_blending( "mat_disable_fancy_blending", "0" );
+ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
+ConVar my_mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
+extern ConVar r_flashlight_version2;
+
+class CLightmappedGeneric_DX9_Context : public CBasePerMaterialContextData
+{
+public:
+ uint8 *m_pStaticCmds;
+ CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > m_SemiStaticCmdsOut;
+
+ bool m_bVertexShaderFastPath;
+ bool m_bPixelShaderFastPath;
+ bool m_bPixelShaderForceFastPathBecauseOutline;
+ bool m_bFullyOpaque;
+ bool m_bFullyOpaqueWithoutAlphaTest;
+
+ void ResetStaticCmds( void )
+ {
+ if ( m_pStaticCmds )
+ {
+ delete[] m_pStaticCmds;
+ m_pStaticCmds = NULL;
+ }
+ }
+
+ CLightmappedGeneric_DX9_Context( void )
+ {
+ m_pStaticCmds = NULL;
+ }
+
+ ~CLightmappedGeneric_DX9_Context( void )
+ {
+ ResetStaticCmds();
+ }
+
+};
+
+
+void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
+{
+ if ( g_pHardwareConfig->SupportsBorderColor() )
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
+ }
+ else
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+ }
+
+ // Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
+ if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
+ params[info.m_nBaseTexture]->IsDefined() &&
+ !( params[info.m_nNoDiffuseBumpLighting]->IsDefined() && params[info.m_nNoDiffuseBumpLighting]->GetIntValue() ) )
+ {
+ params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
+ }
+
+ if( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() )
+ {
+ if( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 )
+ {
+ Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
+ params[info.m_nEnvmap]->SetUndefined();
+ }
+ }
+
+ if ( (mat_disable_lightwarp.GetBool() ) &&
+ (info.m_nLightWarpTexture != -1) )
+ {
+ params[info.m_nLightWarpTexture]->SetUndefined();
+ }
+ if ( (mat_disable_fancy_blending.GetBool() ) &&
+ (info.m_nBlendModulateTexture != -1) )
+ {
+ params[info.m_nBlendModulateTexture]->SetUndefined();
+ }
+
+ if( !params[info.m_nEnvmapTint]->IsDefined() )
+ params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
+
+ if( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() )
+ params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 );
+
+ if( !params[info.m_nSelfIllumTint]->IsDefined() )
+ params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
+
+ if( !params[info.m_nDetailScale]->IsDefined() )
+ params[info.m_nDetailScale]->SetFloatValue( 4.0f );
+
+ if ( !params[info.m_nDetailTint]->IsDefined() )
+ params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f, 1.0f );
+
+ InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
+ InitIntParam( info.m_nDetailTextureCombineMode, params, 0 );
+
+ if( !params[info.m_nFresnelReflection]->IsDefined() )
+ params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
+
+ if( !params[info.m_nEnvmapMaskFrame]->IsDefined() )
+ params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 );
+
+ if( !params[info.m_nEnvmapFrame]->IsDefined() )
+ params[info.m_nEnvmapFrame]->SetIntValue( 0 );
+
+ if( !params[info.m_nBumpFrame]->IsDefined() )
+ params[info.m_nBumpFrame]->SetIntValue( 0 );
+
+ if( !params[info.m_nDetailFrame]->IsDefined() )
+ params[info.m_nDetailFrame]->SetIntValue( 0 );
+
+ if( !params[info.m_nEnvmapContrast]->IsDefined() )
+ params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
+
+ if( !params[info.m_nEnvmapSaturation]->IsDefined() )
+ params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
+
+ InitFloatParam( info.m_nAlphaTestReference, params, 0.0f );
+
+ // No texture means no self-illum or env mask in base alpha
+ if ( !params[info.m_nBaseTexture]->IsDefined() )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+
+ if( params[info.m_nBumpmap]->IsDefined() )
+ {
+ params[info.m_nEnvmapMask]->SetUndefined();
+ }
+
+ // If in decal mode, no debug override...
+ if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0) )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
+ }
+
+ // If mat_specular 0, then get rid of envmap
+ if( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
+ {
+ params[info.m_nEnvmap]->SetUndefined();
+ }
+
+ if( !params[info.m_nBaseTextureNoEnvmap]->IsDefined() )
+ {
+ params[info.m_nBaseTextureNoEnvmap]->SetIntValue( 0 );
+ }
+ if( !params[info.m_nBaseTexture2NoEnvmap]->IsDefined() )
+ {
+ params[info.m_nBaseTexture2NoEnvmap]->SetIntValue( 0 );
+ }
+
+ if( ( info.m_nSelfShadowedBumpFlag != -1 ) &&
+ ( !params[info.m_nSelfShadowedBumpFlag]->IsDefined() )
+ )
+ {
+ params[info.m_nSelfShadowedBumpFlag]->SetIntValue( 0 );
+ }
+ // handle line art parms
+ InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 );
+ InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 );
+ InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );
+}
+
+void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info )
+{
+ if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
+ {
+ pShader->LoadBumpMap( info.m_nBumpmap );
+ }
+
+ if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap2]->IsDefined() )
+ {
+ pShader->LoadBumpMap( info.m_nBumpmap2 );
+ }
+
+ if ( g_pConfig->UseBumpmapping() && params[info.m_nBumpMask]->IsDefined() )
+ {
+ pShader->LoadBumpMap( info.m_nBumpMask );
+ }
+
+ if (params[info.m_nBaseTexture]->IsDefined())
+ {
+ pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
+
+ if (!params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent())
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+ }
+
+ if (params[info.m_nBaseTexture2]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nBaseTexture2, TEXTUREFLAGS_SRGB );
+ }
+
+ if (params[info.m_nLightWarpTexture]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nLightWarpTexture );
+ }
+
+ if ((info.m_nBlendModulateTexture != -1) &&
+ (params[info.m_nBlendModulateTexture]->IsDefined()) )
+ {
+ pShader->LoadTexture( info.m_nBlendModulateTexture );
+ }
+
+ if (params[info.m_nDetail]->IsDefined())
+ {
+ int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
+ nDetailBlendMode = nDetailBlendMode > 1 ? 1 : nDetailBlendMode;
+
+ pShader->LoadTexture( info.m_nDetail, nDetailBlendMode != 0 ? TEXTUREFLAGS_SRGB : 0 );
+ }
+
+ pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
+
+ // Don't alpha test if the alpha channel is used for other purposes
+ if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
+ }
+
+ if (params[info.m_nEnvmap]->IsDefined())
+ {
+ if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
+ {
+ pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
+ }
+ else
+ {
+ pShader->LoadTexture( info.m_nEnvmap );
+ }
+
+ if ( !g_pHardwareConfig->SupportsCubeMaps() )
+ {
+ SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
+ }
+
+ if ( params[info.m_nEnvmapMask]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nEnvmapMask );
+ }
+ }
+ else
+ {
+ params[info.m_nEnvmapMask]->SetUndefined();
+ }
+
+ // We always need this because of the flashlight.
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
+}
+
+void DrawLightmappedGeneric_DX9_Internal(CBaseVSShader *pShader, IMaterialVar** params, bool hasFlashlight,
+ IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
+ LightmappedGeneric_DX9_Vars_t &info,
+ CBasePerMaterialContextData **pContextDataPtr
+ )
+{
+ CLightmappedGeneric_DX9_Context *pContextData = reinterpret_cast< CLightmappedGeneric_DX9_Context *> ( *pContextDataPtr );
+ if ( pShaderShadow || ( ! pContextData ) || pContextData->m_bMaterialVarsChanged || hasFlashlight )
+ {
+ bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
+ int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask;
+ BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture );
+ bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
+ bool bFullyOpaqueWithoutAlphaTest = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && (!hasFlashlight || IsX360()); //dest alpha is free for special use
+ bool bFullyOpaque = bFullyOpaqueWithoutAlphaTest && !bIsAlphaTested;
+ bool bNeedRegenStaticCmds = (! pContextData ) || pShaderShadow;
+
+ if ( ! pContextData ) // make sure allocated
+ {
+ pContextData = new CLightmappedGeneric_DX9_Context;
+ *pContextDataPtr = pContextData;
+ }
+
+ bool hasBump = ( params[info.m_nBumpmap]->IsTexture() ) && ( !g_pHardwareConfig->PreferReducedFillrate() );
+ bool hasSSBump = hasBump && (info.m_nSelfShadowedBumpFlag != -1) && ( params[info.m_nSelfShadowedBumpFlag]->GetIntValue() );
+ bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture();
+ bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture();
+ bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture();
+ bool hasDetailTexture = params[info.m_nDetail]->IsTexture();
+ bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
+ bool hasBumpMask = hasBump && hasBump2 && params[info.m_nBumpMask]->IsTexture() && !hasSelfIllum &&
+ !hasDetailTexture && !hasBaseTexture2 && (params[info.m_nBaseTextureNoEnvmap]->GetIntValue() == 0);
+ bool bHasBlendModulateTexture =
+ (info.m_nBlendModulateTexture != -1) &&
+ (params[info.m_nBlendModulateTexture]->IsTexture() );
+ bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
+
+ if ( hasFlashlight && !IsX360() )
+ {
+ // !!speed!! do this in the caller so we don't build struct every time
+ CBaseVSShader::DrawFlashlight_dx90_Vars_t vars;
+ vars.m_bBump = hasBump;
+ vars.m_nBumpmapVar = info.m_nBumpmap;
+ vars.m_nBumpmapFrame = info.m_nBumpFrame;
+ vars.m_nBumpTransform = info.m_nBumpTransform;
+ vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture;
+ vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame;
+ vars.m_bLightmappedGeneric = true;
+ vars.m_bWorldVertexTransition = hasBaseTexture2;
+ vars.m_nBaseTexture2Var = info.m_nBaseTexture2;
+ vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame;
+ vars.m_nBumpmap2Var = info.m_nBumpmap2;
+ vars.m_nBumpmap2Frame = info.m_nBumpFrame2;
+ vars.m_nBump2Transform = info.m_nBumpTransform2;
+ vars.m_nAlphaTestReference = info.m_nAlphaTestReference;
+ vars.m_bSSBump = hasSSBump;
+ vars.m_nDetailVar = info.m_nDetail;
+ vars.m_nDetailScale = info.m_nDetailScale;
+ vars.m_nDetailTextureCombineMode = info.m_nDetailTextureCombineMode;
+ vars.m_nDetailTextureBlendFactor = info.m_nDetailTextureBlendFactor;
+ vars.m_nDetailTint = info.m_nDetailTint;
+
+ if ( ( info.m_nSeamlessMappingScale != -1 ) )
+ vars.m_fSeamlessScale = params[info.m_nSeamlessMappingScale]->GetFloatValue();
+ else
+ vars.m_fSeamlessScale = 0.0;
+ pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars );
+ return;
+ }
+
+ pContextData->m_bFullyOpaque = bFullyOpaque;
+ pContextData->m_bFullyOpaqueWithoutAlphaTest = bFullyOpaqueWithoutAlphaTest;
+
+ NormalDecodeMode_t nNormalDecodeMode = NORMAL_DECODE_NONE;
+ if ( hasBump && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ ITexture *pBumpTex = params[info.m_nBumpmap]->GetTextureValue();
+ if ( pBumpTex )
+ {
+ nNormalDecodeMode = pBumpTex->GetNormalDecodeMode();
+
+ if ( hasBump2 ) // Check encoding of secondary normal if there is oneg
+ {
+ ITexture *pBumpTex2 = params[info.m_nBumpmap]->GetTextureValue();
+ if ( pBumpTex2 && ( pBumpTex2->GetNormalDecodeMode() != nNormalDecodeMode ) )
+ {
+ DevMsg("LightmappedGeneric: Primary and Secondary normal map compression formats don't match. This is unsupported!\n");
+ Assert(0);
+ }
+ }
+ }
+ }
+
+ int nNormalMaskDecodeMode = 0;
+ if ( hasBumpMask && g_pHardwareConfig->SupportsNormalMapCompression() && g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ ITexture *pBumpMaskTex = params[info.m_nBumpMask]->GetTextureValue();
+ if ( pBumpMaskTex )
+ {
+ nNormalMaskDecodeMode = pBumpMaskTex->GetNormalDecodeMode();
+ }
+ }
+
+ bool bHasOutline = IsBoolSet( info.m_nOutline, params );
+ pContextData->m_bPixelShaderForceFastPathBecauseOutline = bHasOutline;
+ bool bHasSoftEdges = IsBoolSet( info.m_nSoftEdges, params );
+ bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
+
+
+ float fDetailBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
+
+ if ( pShaderShadow || bNeedRegenStaticCmds )
+ {
+ bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
+ bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0);
+
+ bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
+
+ bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) &&
+ ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) );
+
+ if ( bNeedRegenStaticCmds )
+ {
+ pContextData->ResetStaticCmds();
+ CCommandBufferBuilder< CFixedCommandStorageBuffer< 5000 > > staticCmdsBuf;
+
+
+ if( !hasBaseTexture )
+ {
+ if( hasEnvmap )
+ {
+ // if we only have an envmap (no basetexture), then we want the albedo to be black.
+ staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK );
+ }
+ else
+ {
+ staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
+ }
+ }
+ staticCmdsBuf.BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+
+ if ( bSeamlessMapping )
+ {
+ staticCmdsBuf.SetVertexShaderConstant4(
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_0,
+ params[info.m_nSeamlessMappingScale]->GetFloatValue(),0,0,0 );
+ }
+ staticCmdsBuf.StoreEyePosInPixelShaderConstant( 10 );
+ staticCmdsBuf.SetPixelShaderFogParams( 11 );
+ staticCmdsBuf.End();
+ // now, copy buf
+ pContextData->m_pStaticCmds = new uint8[staticCmdsBuf.Size()];
+ memcpy( pContextData->m_pStaticCmds, staticCmdsBuf.Base(), staticCmdsBuf.Size() );
+ }
+ if ( pShaderShadow )
+ {
+
+ // Alpha test: FIXME: shouldn't this be handled in Shader_t::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() );
+ }
+
+ pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture );
+
+ unsigned int flags = VERTEX_POSITION;
+
+ // base texture
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+
+ if ( hasLightWarpTexture )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER6, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER6, false );
+ }
+ if ( bHasBlendModulateTexture )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER3, false );
+ }
+
+ if ( hasBaseTexture2 )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );
+ }
+// if( hasLightmap )
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
+ {
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
+ }
+ else
+ {
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, false );
+ }
+
+ if( hasEnvmap || ( IsX360() && hasFlashlight ) )
+ {
+ if( hasEnvmap )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
+ {
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
+ }
+ }
+ flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
+ }
+
+ int nDetailBlendMode = 0;
+ if ( hasDetailTexture )
+ {
+ nDetailBlendMode = GetIntParam( info.m_nDetailTextureCombineMode, params );
+ ITexture *pDetailTexture = params[info.m_nDetail]->GetTextureValue();
+ if ( pDetailTexture->GetFlags() & TEXTUREFLAGS_SSBUMP )
+ {
+ if ( hasBump )
+ nDetailBlendMode = 10; // ssbump
+ else
+ nDetailBlendMode = 11; // ssbump_nobump
+ }
+ }
+
+ if( hasDetailTexture )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER12, true );
+ bool bSRGBState = ( nDetailBlendMode == 1 );
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER12, bSRGBState );
+ }
+
+ if( hasBump || hasNormalMapAlphaEnvmapMask )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
+ if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Normal map alpha, in the compressed normal case
+ }
+ }
+ if( hasBump2 )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
+ if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER10, true ); // Secondary normal alpha, in the compressed normal case
+ }
+ }
+ if( hasBumpMask )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER8, true );
+ if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // Normal mask alpha, in the compressed normal case
+ }
+ }
+ if( hasEnvmapMask )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
+ }
+
+ if( hasFlashlight && IsX360() )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER13, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER14, true );
+ pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER14 );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
+ }
+
+ if( hasVertexColor || hasBaseTexture2 || hasBump2 )
+ {
+ flags |= VERTEX_COLOR;
+ }
+
+ // texcoord0 : base texcoord
+ // texcoord1 : lightmap texcoord
+ // texcoord2 : lightmap texcoord offset
+ int numTexCoords = 2;
+ if( hasBump )
+ {
+ numTexCoords = 3;
+ }
+
+ pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 );
+
+ // Pre-cache pixel shaders
+ bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+
+ int bumpmap_variant=(hasSSBump) ? 2 : hasBump;
+ bool bMaskedBlending=( (info.m_nMaskedBlending != -1) &&
+ (params[info.m_nMaskedBlending]->GetIntValue() != 0) );
+
+ DECLARE_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask );
+ SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() );
+ SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump );
+ SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 );
+ SET_STATIC_VERTEX_SHADER_COMBO( BUMPMASK, hasBumpMask );
+
+ bool bReliefMapping = false; //( bumpmap_variant == 2 ) && ( ! bSeamlessMapping );
+ SET_STATIC_VERTEX_SHADER_COMBO( RELIEF_MAPPING, false );//bReliefMapping );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
+#ifdef _X360
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
+#endif
+ SET_STATIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
+ SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
+ SET_STATIC_PIXEL_SHADER_COMBO( RELIEF_MAPPING, bReliefMapping );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
+ SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
+ SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, (int) nNormalDecodeMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, (int) nNormalMaskDecodeMode );
+#ifdef _X360
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight);
+#endif
+ SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
+ }
+ else
+ {
+ DECLARE_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, bumpmap_variant );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
+ SET_STATIC_PIXEL_SHADER_COMBO( BUMPMASK, hasBumpMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
+ SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS, bSeamlessMapping );
+ SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bHasOutline );
+ SET_STATIC_PIXEL_SHADER_COMBO( SOFTEDGES, bHasSoftEdges );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMAL_DECODE_MODE, 0 ); // No normal compression with ps_2_0 (yikes!)
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMALMASK_DECODE_MODE, 0 ); // No normal compression with ps_2_0
+ SET_STATIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
+ }
+ // HACK HACK HACK - enable alpha writes all the time so that we have them for
+ // underwater stuff and writing depth to dest alpha
+ // But only do it if we're not using the alpha already for translucency
+ pShaderShadow->EnableAlphaWrites( bFullyOpaque );
+
+ pShaderShadow->EnableSRGBWrite( true );
+
+ pShader->DefaultFog();
+
+
+ } // end shadow state
+ } // end shadow || regen display list
+ if ( pShaderAPI && pContextData->m_bMaterialVarsChanged )
+ {
+ // need to regenerate the semistatic cmds
+ pContextData->m_SemiStaticCmdsOut.Reset();
+ pContextData->m_bMaterialVarsChanged = false;
+
+ bool bHasBlendMaskTransform= (
+ (info.m_nBlendMaskTransform != -1) &&
+ (info.m_nMaskedBlending != -1) &&
+ (params[info.m_nMaskedBlending]->GetIntValue() ) &&
+ ( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) );
+
+ // If we don't have a texture transform, we don't have
+ // to set vertex shader constants or run vertex shader instructions
+ // for the texture transform.
+ bool bHasTextureTransform =
+ !( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() &&
+ params[info.m_nBumpTransform]->MatrixIsIdentity() &&
+ params[info.m_nBumpTransform2]->MatrixIsIdentity() &&
+ params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() );
+
+ bHasTextureTransform |= bHasBlendMaskTransform;
+
+ pContextData->m_bVertexShaderFastPath = !bHasTextureTransform;
+
+ if( params[info.m_nDetail]->IsTexture() )
+ {
+ pContextData->m_bVertexShaderFastPath = false;
+ }
+ if (bHasBlendMaskTransform)
+ {
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform(
+ VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, info.m_nBlendMaskTransform );
+ }
+
+ if ( ! pContextData->m_bVertexShaderFastPath )
+ {
+ bool bSeamlessMapping = ( ( info.m_nSeamlessMappingScale != -1 ) &&
+ ( params[info.m_nSeamlessMappingScale]->GetFloatValue() != 0.0 ) );
+ bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
+ if (!bSeamlessMapping )
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
+ // If we have a detail texture, then the bump texcoords are the same as the base texcoords.
+ if( hasBump && !hasDetailTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
+ }
+ if( hasEnvmapMask )
+ {
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
+ }
+ else if ( hasBump2 )
+ {
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBumpTransform2 );
+ }
+ }
+ pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint );
+ // set up shader modulation color
+ float color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ pShader->ComputeModulationColor( color );
+ float flLScale = pShaderAPI->GetLightMapScaleFactor();
+ color[0] *= flLScale;
+ color[1] *= flLScale;
+ color[2] *= flLScale;
+
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
+
+ color[3] *= ( IS_PARAM_DEFINED( info.m_nAlpha2 ) && params[ info.m_nAlpha2 ]->GetFloatValue() > 0.0f ) ? params[ info.m_nAlpha2 ]->GetFloatValue() : 1.0f;
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 12, color );
+
+ if ( hasDetailTexture )
+ {
+ float detailTintAndBlend[4] = {1, 1, 1, 1};
+
+ if ( info.m_nDetailTint != -1 )
+ {
+ params[info.m_nDetailTint]->GetVecValue( detailTintAndBlend, 3 );
+ }
+
+ detailTintAndBlend[3] = fDetailBlendFactor;
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 8, detailTintAndBlend );
+ }
+
+ float envmapTintVal[4];
+ float selfIllumTintVal[4];
+ params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 );
+ params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 );
+ float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
+ float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue();
+ float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue();
+ bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
+
+ pContextData->m_bPixelShaderFastPath = true;
+ bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f);
+ bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f);
+ bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f);
+ if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular )
+ {
+ pContextData->m_bPixelShaderFastPath = false;
+ }
+ if( !pContextData->m_bPixelShaderFastPath )
+ {
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstants( 2, 3 );
+ pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapContrast]->GetVecValue() );
+ pContextData->m_SemiStaticCmdsOut.OutputConstantData( params[info.m_nEnvmapSaturation]->GetVecValue() );
+ float flFresnel = params[info.m_nFresnelReflection]->GetFloatValue();
+ // [ 0, 0, 1-R(0), R(0) ]
+ pContextData->m_SemiStaticCmdsOut.OutputConstantData4( 0., 0., 1.0 - flFresnel, flFresnel );
+
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 7, params[info.m_nSelfIllumTint]->GetVecValue() );
+ }
+ else
+ {
+ if ( bHasOutline )
+ {
+ float flOutlineParms[8] = { GetFloatParam( info.m_nOutlineStart0, params ),
+ GetFloatParam( info.m_nOutlineStart1, params ),
+ GetFloatParam( info.m_nOutlineEnd0, params ),
+ GetFloatParam( info.m_nOutlineEnd1, params ),
+ 0,0,0,
+ GetFloatParam( info.m_nOutlineAlpha, params ) };
+ if ( info.m_nOutlineColor != -1 )
+ {
+ params[info.m_nOutlineColor]->GetVecValue( flOutlineParms + 4, 3 );
+ }
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, flOutlineParms, 2 );
+ }
+
+ if ( bHasSoftEdges )
+ {
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4(
+ 4, GetFloatParam( info.m_nEdgeSoftnessStart, params ),
+ GetFloatParam( info.m_nEdgeSoftnessEnd, params ),
+ 0,0 );
+ }
+ }
+ // texture binds
+ if( hasBaseTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
+ }
+ // handle mat_fullbright 2
+ bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ if( bLightingOnly )
+ {
+ // BASE TEXTURE
+ if( hasSelfIllum )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
+ }
+
+ // BASE TEXTURE 2
+ if( hasBaseTexture2 )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER7, TEXTURE_GREY );
+ }
+
+ // DETAIL TEXTURE
+ if( hasDetailTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER12, TEXTURE_GREY );
+ }
+
+ // disable color modulation
+ float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
+
+ // turn off environment mapping
+ envmapTintVal[0] = 0.0f;
+ envmapTintVal[1] = 0.0f;
+ envmapTintVal[2] = 0.0f;
+ }
+
+ // always set the transform for detail textures since I'm assuming that you'll
+ // always have a detailscale.
+ if( hasDetailTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
+ }
+
+ if( hasBaseTexture2 )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame );
+ }
+ if( hasDetailTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER12, info.m_nDetail, info.m_nDetailFrame );
+ }
+
+ if( hasBump || hasNormalMapAlphaEnvmapMask )
+ {
+ if( !g_pConfig->m_bFastNoBump )
+ {
+ if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER4, SHADER_SAMPLER9, info.m_nBumpmap, info.m_nBumpFrame );
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nBumpmap, info.m_nBumpFrame );
+ }
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER4, TEXTURE_NORMALMAP_FLAT );
+ }
+ }
+ if( hasBump2 )
+ {
+ if( !g_pConfig->m_bFastNoBump )
+ {
+ if ( nNormalDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindMultiTexture( pShader, SHADER_SAMPLER5, SHADER_SAMPLER10, info.m_nBumpmap2, info.m_nBumpFrame2 );
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nBumpmap2, info.m_nBumpFrame2 );
+ }
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALMAP_FLAT );
+ }
+ }
+ if( hasBumpMask )
+ {
+ if( !g_pConfig->m_bFastNoBump )
+ {
+ if ( nNormalMaskDecodeMode == NORMAL_DECODE_ATI2N_ALPHA )
+ {
+ Assert(0);
+ //pContextData->m_SemiStaticCmdsOut.BindTexture( SHADER_SAMPLER8, SHADER_SAMPLER11, info.m_nBumpMask );
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER8, info.m_nBumpMask, -1 );
+ }
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER8, TEXTURE_NORMALMAP_FLAT );
+ }
+ }
+
+ if( hasEnvmapMask )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
+ }
+
+ if ( hasLightWarpTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER6, info.m_nLightWarpTexture, -1 );
+ }
+
+ if ( bHasBlendModulateTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBlendModulateTexture, -1 );
+ }
+
+ pContextData->m_SemiStaticCmdsOut.End();
+ }
+ }
+ DYNAMIC_STATE
+ {
+ CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
+ DynamicCmdsOut.Call( pContextData->m_pStaticCmds );
+ DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
+
+ bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
+
+ if( hasEnvmap )
+ {
+ DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nEnvmap, info.m_nEnvmapFrame );
+ }
+ int nFixedLightingMode = pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_ENABLE_FIXED_LIGHTING );
+
+ bool bVertexShaderFastPath = pContextData->m_bVertexShaderFastPath;
+
+ if( nFixedLightingMode != 0 )
+ {
+ if ( pContextData->m_bPixelShaderForceFastPathBecauseOutline )
+ nFixedLightingMode = 0;
+ else
+ bVertexShaderFastPath = false;
+ }
+
+ MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
+ DECLARE_DYNAMIC_VERTEX_SHADER( lightmappedgeneric_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO(
+ LIGHTING_PREVIEW,
+ (nFixedLightingMode)?1:0
+ );
+ SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_vs20 );
+
+ bool bPixelShaderFastPath = pContextData->m_bPixelShaderFastPath;
+ if( nFixedLightingMode !=0 )
+ {
+ bPixelShaderFastPath = false;
+ }
+ bool bWriteDepthToAlpha;
+ bool bWriteWaterFogToAlpha;
+ if( pContextData->m_bFullyOpaque )
+ {
+ bWriteDepthToAlpha = pShaderAPI->ShouldWriteDepthToDestAlpha();
+ bWriteWaterFogToAlpha = (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z);
+ AssertMsg( !(bWriteDepthToAlpha && bWriteWaterFogToAlpha), "Can't write two values to alpha at the same time." );
+ }
+ else
+ {
+ //can't write a special value to dest alpha if we're actually using as-intended alpha
+ bWriteDepthToAlpha = false;
+ bWriteWaterFogToAlpha = false;
+ }
+
+ float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath || pContextData->m_bPixelShaderForceFastPathBecauseOutline );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+
+ // Don't write fog to alpha if we're using translucency
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bWriteDepthToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
+
+ SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( lightmappedgeneric_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+
+ // Don't write fog to alpha if we're using translucency
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW, nFixedLightingMode );
+
+ SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, lightmappedgeneric_ps20 );
+ }
+
+ if( hasFlashlight && IsX360() )
+ {
+ VMatrix worldToTexture;
+ ITexture *pFlashlightDepthTexture;
+ FlashlightState_t flashlightState = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
+
+ DynamicCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 );
+
+ SetFlashLightColorFromState( flashlightState, pShaderAPI );
+
+ float atten[4], pos[4];
+ 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;
+ DynamicCmdsOut.SetPixelShaderConstant( 13, atten, 1 );
+
+ pos[0] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
+ pos[1] = flashlightState.m_vecLightOrigin[1];
+ pos[2] = flashlightState.m_vecLightOrigin[2];
+ DynamicCmdsOut.SetPixelShaderConstant( 14, pos, 1 );
+
+ pShader->BindTexture( SHADER_SAMPLER13, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
+
+ if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && flashlightState.m_bEnableShadows )
+ {
+ pShader->BindTexture( SHADER_SAMPLER14, pFlashlightDepthTexture, 0 );
+ DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER15, TEXTURE_SHADOW_NOISE_2D );
+
+ // Tweaks associated with a given flashlight
+ float tweaks[4];
+ tweaks[0] = ShadowFilterFromState( flashlightState );
+ tweaks[1] = ShadowAttenFromState( flashlightState );
+ pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
+ DynamicCmdsOut.SetPixelShaderConstant( 19, 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;
+ DynamicCmdsOut.SetPixelShaderConstant( 31, vScreenScale, 1 );
+ }
+ }
+
+ DynamicCmdsOut.End();
+ pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
+ }
+ pShader->Draw();
+
+ if( IsPC() && (IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0) && pContextData->m_bFullyOpaqueWithoutAlphaTest )
+ {
+ //Alpha testing makes it so we can't write to dest alpha
+ //Writing to depth makes it so later polygons can't write to dest alpha either
+ //This leads to situations with garbage in dest alpha.
+
+ //Fix it now by converting depth to dest alpha for any pixels that just wrote.
+ pShader->DrawEqualDepthToDestAlpha();
+ }
+}
+
+void DrawLightmappedGeneric_DX9(CBaseVSShader *pShader, IMaterialVar** params,
+ IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow,
+ LightmappedGeneric_DX9_Vars_t &info,
+ CBasePerMaterialContextData **pContextDataPtr )
+{
+ bool hasFlashlight = pShader->UsingFlashlight( params );
+ if ( !IsX360() && !r_flashlight_version2.GetInt() )
+ {
+ DrawLightmappedGeneric_DX9_Internal( pShader, params, hasFlashlight, pShaderAPI, pShaderShadow, info, pContextDataPtr );
+ return;
+ }
+
+ DrawLightmappedGeneric_DX9_Internal( pShader, params, hasFlashlight, pShaderAPI, pShaderShadow, info, pContextDataPtr );
+}