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-rw-r--r--mp/src/materialsystem/stdshaders/vertexlitgeneric_dx8.cpp807
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diff --git a/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx8.cpp b/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx8.cpp
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+++ b/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx8.cpp
@@ -0,0 +1,807 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "vertexlitgeneric_vs11.inc"
+#include "vertexlitgeneric_selfillumonly.inc"
+#include "emissive_scroll_blended_pass_helper.h"
+#include "flesh_interior_blended_pass_helper.h"
+#include "cloak_blended_pass_helper.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( VertexLitGeneric, VertexLitGeneric_DX8 )
+DEFINE_FALLBACK_SHADER( Skin_DX9, VertexLitGeneric_DX8 )
+
+BEGIN_VS_SHADER( VertexLitGeneric_DX8,
+ "Help for VertexLitGeneric" )
+ BEGIN_SHADER_PARAMS
+ 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( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+ SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "envmap frame number" )
+ SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
+ SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ 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( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" )
+ 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( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
+ SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
+
+ // Emissive Scroll Pass
+ SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" )
+ SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
+ SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" )
+ SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" )
+ SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
+ SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
+ SHADER_PARAM( TIME, SHADER_PARAM_TYPE_FLOAT, "0.0", "Needs CurrentTime Proxy" )
+
+ // Cloak Pass
+ SHADER_PARAM( CLOAKPASSENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enables cloak render in a second pass" )
+ SHADER_PARAM( CLOAKFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
+ SHADER_PARAM( CLOAKCOLORTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Cloak color tint" )
+ SHADER_PARAM( REFRACTAMOUNT, SHADER_PARAM_TYPE_FLOAT, "2", "" )
+
+ // Flesh Interior Pass
+ SHADER_PARAM( FLESHINTERIORENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable Flesh interior blend pass" )
+ SHADER_PARAM( FLESHINTERIORTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh color texture" )
+ SHADER_PARAM( FLESHINTERIORNOISETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh noise texture" )
+ SHADER_PARAM( FLESHBORDERTEXTURE1D, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh border 1D texture" )
+ SHADER_PARAM( FLESHNORMALTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh normal texture" )
+ SHADER_PARAM( FLESHSUBSURFACETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh subsurface texture" )
+ SHADER_PARAM( FLESHCUBETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "Flesh cubemap texture" )
+ SHADER_PARAM( FLESHBORDERNOISESCALE, SHADER_PARAM_TYPE_FLOAT, "1.5", "Flesh Noise UV scalar for border" )
+ SHADER_PARAM( FLESHDEBUGFORCEFLESHON, SHADER_PARAM_TYPE_BOOL, "0", "Flesh Debug full flesh" )
+ SHADER_PARAM( FLESHEFFECTCENTERRADIUS1, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" )
+ SHADER_PARAM( FLESHEFFECTCENTERRADIUS2, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" )
+ SHADER_PARAM( FLESHEFFECTCENTERRADIUS3, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" )
+ SHADER_PARAM( FLESHEFFECTCENTERRADIUS4, SHADER_PARAM_TYPE_VEC4, "[0 0 0 0.001]", "Flesh effect center and radius" )
+ SHADER_PARAM( FLESHSUBSURFACETINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Subsurface Color" )
+ SHADER_PARAM( FLESHBORDERWIDTH, SHADER_PARAM_TYPE_FLOAT, "0.3", "Flesh border" )
+ SHADER_PARAM( FLESHBORDERSOFTNESS, SHADER_PARAM_TYPE_FLOAT, "0.42", "Flesh border softness (> 0.0 && <= 0.5)" )
+ SHADER_PARAM( FLESHBORDERTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Flesh border Color" )
+ SHADER_PARAM( FLESHGLOBALOPACITY, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh global opacity" )
+ SHADER_PARAM( FLESHGLOSSBRIGHTNESS, SHADER_PARAM_TYPE_FLOAT, "0.66", "Flesh gloss brightness" )
+ SHADER_PARAM( FLESHSCROLLSPEED, SHADER_PARAM_TYPE_FLOAT, "1.0", "Flesh scroll speed" )
+
+ // Color Replacement Pass
+ SHADER_PARAM( BLENDTINTBYBASEALPHA, SHADER_PARAM_TYPE_BOOL, "0", "Use the base alpha to blend in the $color modulation")
+ SHADER_PARAM( BLENDTINTCOLOROVERBASE, SHADER_PARAM_TYPE_FLOAT, "0", "blend between tint acting as a multiplication versus a replace" )
+
+ END_SHADER_PARAMS
+
+ // Cloak Pass
+ void SetupVarsCloakBlendedPass( CloakBlendedPassVars_t &info )
+ {
+ info.m_nCloakFactor = CLOAKFACTOR;
+ info.m_nCloakColorTint = CLOAKCOLORTINT;
+ info.m_nRefractAmount = REFRACTAMOUNT;
+
+ // Delete these lines if not bump mapping!
+ info.m_nBumpmap = BUMPMAP;
+ info.m_nBumpFrame = BUMPFRAME;
+ info.m_nBumpTransform = BUMPTRANSFORM;
+ }
+
+ bool NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const
+ {
+ if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
+ {
+ if ( bCheckSpecificToThisFrame == false ) // For setting model flag at load time
+ return true;
+ else if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
+ return true;
+ // else, not cloaking this frame, so check flag2 in case the base material still needs it
+ }
+
+ // Check flag2 if not drawing cloak pass
+ return IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE );
+ }
+
+ bool IsTranslucent( IMaterialVar **params ) const
+ {
+ if ( params[CLOAKPASSENABLED]->GetIntValue() ) // If material supports cloaking
+ {
+ if ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) // Per-frame check
+ return true;
+ // else, not cloaking this frame, so check flag in case the base material still needs it
+ }
+
+ // Check flag if not drawing cloak pass
+ return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT );
+ }
+
+ // Emissive Scroll Pass
+ void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info )
+ {
+ info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH;
+ info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE;
+ info.m_nFlowTexture = -1; // Not used in DX8
+ info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE;
+ info.m_nEmissiveTint = EMISSIVEBLENDTINT;
+ info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR;
+ info.m_nTime = TIME;
+ }
+
+ // Flesh Interior Pass
+ void SetupVarsFleshInteriorBlendedPass( FleshInteriorBlendedPassVars_t &info )
+ {
+ info.m_nFleshTexture = FLESHINTERIORTEXTURE;
+ info.m_nFleshNoiseTexture = FLESHINTERIORNOISETEXTURE;
+ info.m_nFleshBorderTexture1D = FLESHBORDERTEXTURE1D;
+ info.m_nFleshNormalTexture = FLESHNORMALTEXTURE;
+ info.m_nFleshSubsurfaceTexture = FLESHSUBSURFACETEXTURE;
+ info.m_nFleshCubeTexture = FLESHCUBETEXTURE;
+
+ info.m_nflBorderNoiseScale = FLESHBORDERNOISESCALE;
+ info.m_nflDebugForceFleshOn = FLESHDEBUGFORCEFLESHON;
+ info.m_nvEffectCenterRadius1 = FLESHEFFECTCENTERRADIUS1;
+ info.m_nvEffectCenterRadius2 = FLESHEFFECTCENTERRADIUS2;
+ info.m_nvEffectCenterRadius3 = FLESHEFFECTCENTERRADIUS3;
+ info.m_nvEffectCenterRadius4 = FLESHEFFECTCENTERRADIUS4;
+
+ info.m_ncSubsurfaceTint = FLESHSUBSURFACETINT;
+ info.m_nflBorderWidth = FLESHBORDERWIDTH;
+ info.m_nflBorderSoftness = FLESHBORDERSOFTNESS;
+ info.m_ncBorderTint = FLESHBORDERTINT;
+ info.m_nflGlobalOpacity = FLESHGLOBALOPACITY;
+ info.m_nflGlossBrightness = FLESHGLOSSBRIGHTNESS;
+ info.m_nflScrollSpeed = FLESHSCROLLSPEED;
+
+ info.m_nTime = TIME;
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ // We don't want no stinking bump mapping on models in dx8.
+ // Wait a minute! We want specular bump. .need to make that work by itself.
+// params[BUMPMAP]->SetUndefined();
+// if( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) )
+// {
+// CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
+// params[ENVMAP]->SetUndefined();
+// }
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if( !params[ENVMAPMASKSCALE]->IsDefined() )
+ params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
+
+ if( !params[ENVMAPMASKFRAME]->IsDefined() )
+ params[ENVMAPMASKFRAME]->SetIntValue( 0 );
+
+ 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[DETAILBLENDMODE]->IsDefined() )
+ params[DETAILBLENDMODE]->SetFloatValue( 0 );
+
+ if( !params[ENVMAPCONTRAST]->IsDefined() )
+ params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
+
+ if( !params[ENVMAPSATURATION]->IsDefined() )
+ params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
+
+ if( !params[ENVMAPFRAME]->IsDefined() )
+ params[ENVMAPFRAME]->SetIntValue( 0 );
+
+ if( !params[BUMPFRAME]->IsDefined() )
+ params[BUMPFRAME]->SetIntValue( 0 );
+
+ 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 );
+ }
+
+ if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+
+ // Get rid of the envmap if it's optional for this dx level.
+ if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() )
+ {
+ 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 a bumpmap is defined but an envmap isn't, then ignore the bumpmap.
+ // It was meant to be used with diffuse
+ if ( !params[ENVMAP]->IsDefined() )
+ {
+ params[BUMPMAP]->SetUndefined();
+ }
+
+ // Cloak Pass
+ if ( !params[CLOAKPASSENABLED]->IsDefined() )
+ {
+ params[CLOAKPASSENABLED]->SetIntValue( 0 );
+ }
+ else if ( params[CLOAKPASSENABLED]->GetIntValue() )
+ {
+ CloakBlendedPassVars_t info;
+ SetupVarsCloakBlendedPass( info );
+ InitParamsCloakBlendedPass( this, params, pMaterialName, info );
+ }
+
+ // Emissive Scroll Pass
+ if ( !params[EMISSIVEBLENDENABLED]->IsDefined() )
+ {
+ params[EMISSIVEBLENDENABLED]->SetIntValue( 0 );
+ }
+ else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
+ {
+ EmissiveScrollBlendedPassVars_t info;
+ SetupVarsEmissiveScrollBlendedPass( info );
+ InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info );
+ }
+
+ // Flesh Interior Pass
+ if ( !params[FLESHINTERIORENABLED]->IsDefined() )
+ {
+ params[FLESHINTERIORENABLED]->SetIntValue( 0 );
+ }
+ else if ( params[FLESHINTERIORENABLED]->GetIntValue() )
+ {
+ FleshInteriorBlendedPassVars_t info;
+ SetupVarsFleshInteriorBlendedPass( info );
+ InitParamsFleshInteriorBlendedPass( this, params, pMaterialName, info );
+ }
+
+ // Color Replacement Pass
+ if ( !params[BLENDTINTBYBASEALPHA]->IsDefined() )
+ {
+ params[BLENDTINTBYBASEALPHA]->SetIntValue(0);
+ }
+
+ if ( !params[BLENDTINTCOLOROVERBASE]->IsDefined() )
+ {
+ params[BLENDTINTCOLOROVERBASE]->SetFloatValue(0);
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() )
+ {
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 70)
+ return "VertexLitGeneric_DX6";
+
+ if ( g_pHardwareConfig->GetDXSupportLevel() < 80)
+ return "VertexLitGeneric_DX7";
+
+ if ( g_pHardwareConfig->PreferReducedFillrate() )
+ return "VertexLitGeneric_NoBump_DX8";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+
+ 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 );
+ }
+
+ if (g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined())
+ {
+ LoadBumpMap( BUMPMAP );
+ }
+
+ // 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 );
+ }
+ }
+
+ // Cloak Pass
+ if ( params[CLOAKPASSENABLED]->GetIntValue() )
+ {
+ CloakBlendedPassVars_t info;
+ SetupVarsCloakBlendedPass( info );
+ InitCloakBlendedPass( this, params, info );
+ }
+
+ // Emissive Scroll Pass
+ if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
+ {
+ EmissiveScrollBlendedPassVars_t info;
+ SetupVarsEmissiveScrollBlendedPass( info );
+ InitEmissiveScrollBlendedPass( this, params, info );
+ }
+
+ // Flesh Interior Pass
+ if ( params[FLESHINTERIORENABLED]->GetIntValue() )
+ {
+ FleshInteriorBlendedPassVars_t info;
+ SetupVarsFleshInteriorBlendedPass( info );
+ InitFleshInteriorBlendedPass( this, params, info );
+ }
+ }
+
+ inline const char *GetUnbumpedPixelShaderName( IMaterialVar** params, bool bSkipEnvmap )
+ {
+ static char const* s_pPixelShaders[] =
+ {
+ "VertexLitGeneric_EnvmapV2",
+ "VertexLitGeneric_SelfIlluminatedEnvmapV2",
+
+ "VertexLitGeneric_BaseAlphaMaskedEnvmapV2",
+ "VertexLitGeneric_SelfIlluminatedEnvmapV2",
+
+ // Env map mask
+ "VertexLitGeneric_MaskedEnvmapV2",
+ "VertexLitGeneric_SelfIlluminatedMaskedEnvmapV2",
+
+ "VertexLitGeneric_MaskedEnvmapV2",
+ "VertexLitGeneric_SelfIlluminatedMaskedEnvmapV2",
+
+ // Detail
+ "VertexLitGeneric_DetailEnvmapV2",
+ "VertexLitGeneric_DetailSelfIlluminatedEnvmapV2",
+
+ "VertexLitGeneric_DetailBaseAlphaMaskedEnvmapV2",
+ "VertexLitGeneric_DetailSelfIlluminatedEnvmapV2",
+
+ // Env map mask
+ "VertexLitGeneric_DetailMaskedEnvmapV2",
+ "VertexLitGeneric_DetailSelfIlluminatedMaskedEnvmapV2",
+
+ "VertexLitGeneric_DetailMaskedEnvmapV2",
+ "VertexLitGeneric_DetailSelfIlluminatedMaskedEnvmapV2",
+ };
+
+ if ( !params[BASETEXTURE]->IsTexture() )
+ {
+ if (params[ENVMAP]->IsTexture() && !bSkipEnvmap )
+ {
+ if (!params[ENVMAPMASK]->IsTexture())
+ {
+ return "VertexLitGeneric_EnvmapNoTexture";
+ }
+ else
+ {
+ return "VertexLitGeneric_MaskedEnvmapNoTexture";
+ }
+ }
+ else
+ {
+ if ( params[DETAIL]->IsTexture() )
+ {
+ return "VertexLitGeneric_DetailNoTexture";
+ }
+ else
+ {
+ return "VertexLitGeneric_NoTexture";
+ }
+ }
+ }
+ else
+ {
+ if ( params[BLENDTINTBYBASEALPHA]->GetIntValue() )
+ {
+ return "VertexLitGeneric_BlendTint";
+ }
+ else if ( params[ENVMAP]->IsTexture() && !bSkipEnvmap )
+ {
+ 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;
+ if (params[DETAIL]->IsTexture())
+ pshIndex |= 0x8;
+ return s_pPixelShaders[pshIndex];
+ }
+ else
+ {
+ if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
+ {
+ if ( params[DETAIL]->IsTexture() )
+ return "VertexLitGeneric_DetailSelfIlluminated";
+ else
+ return "VertexLitGeneric_SelfIlluminated";
+ }
+ else if ( params[DETAIL]->IsTexture() )
+ {
+ switch( params[DETAILBLENDMODE]->GetIntValue() )
+ {
+ case 0:
+ return "VertexLitGeneric_Detail";
+
+ case 1: // additive modes
+ return "VertexLitGeneric_Detail_Additive";
+
+ case 5:
+ case 6:
+ return "VertexLitGeneric_Detail_Additive_selfillum";
+ break;
+
+ default:
+ return "VertexLitGeneric_Detail_LerpBase";
+ }
+ }
+ else
+ {
+ return "VertexLitGeneric";
+ }
+ }
+ }
+ }
+
+ void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bSkipEnvmap )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
+
+ if ( params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f )
+ {
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() );
+ }
+
+ int fmt = VERTEX_POSITION | VERTEX_NORMAL;
+
+ // FIXME: We could enable this, but we'd never get it working on dx7 or lower
+ // FIXME: This isn't going to work until we make more vertex shaders that
+ // pass the vertex color and alpha values through.
+#if 0
+ if ( IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ) )
+ fmt |= VERTEX_COLOR;
+#endif
+
+ if (params[ENVMAP]->IsTexture() && !bSkipEnvmap )
+ {
+ // envmap on stage 1
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ // envmapmask on stage 2
+ if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ }
+ }
+
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ SetDefaultBlendingShadowState( BASETEXTURE, true );
+ }
+ else
+ {
+ SetDefaultBlendingShadowState( ENVMAPMASK, false );
+ }
+
+ if ( params[DETAIL]->IsTexture())
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ }
+
+ pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 0 );
+
+ // Set up the vertex shader index.
+ vertexlitgeneric_vs11_Static_Index vshIndex;
+ vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
+ //vshIndex.SetDETAIL( params[DETAIL]->IsTexture() );
+ if( params[ENVMAP]->IsTexture() && !bSkipEnvmap )
+ {
+ vshIndex.SetENVMAP( true );
+ vshIndex.SetENVMAPCAMERASPACE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) );
+ if( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) )
+ {
+ vshIndex.SetENVMAPSPHERE( false );
+ }
+ else
+ {
+ vshIndex.SetENVMAPSPHERE( IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ) );
+ }
+ }
+ else
+ {
+ vshIndex.SetENVMAP( false );
+ vshIndex.SetENVMAPCAMERASPACE( false );
+ vshIndex.SetENVMAPSPHERE( false );
+ }
+ pShaderShadow->SetVertexShader( "vertexlitgeneric_vs11", vshIndex.GetIndex() );
+
+ const char *pshName = GetUnbumpedPixelShaderName( params, bSkipEnvmap );
+ pShaderShadow->SetPixelShader( pshName );
+ DefaultFog();
+ pShaderShadow->EnableAlphaWrites( true );
+ }
+ DYNAMIC_STATE
+ {
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ }
+
+// if (params[ENVMAP]->IsTexture())
+ if (params[ENVMAP]->IsTexture() && !bSkipEnvmap )
+ {
+ BindTexture( SHADER_SAMPLER1, ENVMAP, ENVMAPFRAME );
+
+ if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
+ {
+ if (params[ENVMAPMASK]->IsTexture() )
+ BindTexture( SHADER_SAMPLER2, ENVMAPMASK, ENVMAPMASKFRAME );
+ else
+ BindTexture( SHADER_SAMPLER2, 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 ( params[DETAIL]->IsTexture())
+ {
+ BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME );
+ SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
+ }
+
+ SetAmbientCubeDynamicStateVertexShader();
+ SetModulationPixelShaderDynamicState( 3 );
+ EnablePixelShaderOverbright( 0, true, true );
+ SetPixelShaderConstant( 1, SELFILLUMTINT );
+
+ if ( params[DETAIL]->IsTexture() && ( ! IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) ) )
+ {
+ float c1[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ c1[0] = c1[1] = c1[2] = c1[3] = params[DETAILBLENDFACTOR]->GetFloatValue();
+ pShaderAPI->SetPixelShaderConstant( 1, c1, 1 );
+ }
+
+ if ( params[BLENDTINTBYBASEALPHA]->GetIntValue() )
+ {
+ float c1[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ c1[0] = c1[1] = c1[2] = c1[3] = params[BLENDTINTCOLOROVERBASE]->GetFloatValue();
+ pShaderAPI->SetPixelShaderConstant( 1, c1 );
+ }
+
+ vertexlitgeneric_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
+ vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ if( pShaderAPI->GetIntRenderingParameter( INT_RENDERPARM_WRITE_DEPTH_TO_DESTALPHA ) )
+ {
+ pShaderAPI->SetPixelShaderIndex( 0 );
+ }
+ else
+ {
+ // write 255 to alpha if we aren't told to write depth to dest alpha (We don't ever actually write depth to dest alpha in dx8)
+ pShaderAPI->SetPixelShaderIndex( 1 );
+ float c4[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
+ pShaderAPI->SetPixelShaderConstant( 4, c4, 1 );
+ }
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ // Skip the standard rendering if cloak pass is fully opaque
+ bool bDrawStandardPass = true;
+ if ( false/*disabled! no effect*/ && params[CLOAKPASSENABLED]->GetIntValue() && ( pShaderShadow == NULL ) ) // && not snapshotting
+ {
+ CloakBlendedPassVars_t info;
+ SetupVarsCloakBlendedPass( info );
+ if ( CloakBlendedPassIsFullyOpaque( params, info ) )
+ {
+ // There is some strangeness in DX8 when trying to skip the main pass, so leave this alone for now
+ //bDrawStandardPass = false;
+ }
+ }
+
+ // Standard rendering pass
+ if ( bDrawStandardPass )
+ {
+ // FLASHLIGHTFIXME: need to make these the same.
+ bool hasFlashlight = UsingFlashlight( params );
+ bool bBump = g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsTexture();
+
+ if( hasFlashlight )
+ {
+ DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
+ FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1 );
+ }
+ else if( bBump )
+ {
+ bool bSkipEnvmap = true;
+ DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bSkipEnvmap );
+
+ // specular pass
+ bool bBlendSpecular = true;
+ if( params[ENVMAP]->IsTexture() )
+ {
+ DrawModelBumpedSpecularLighting( BUMPMAP, BUMPFRAME, ENVMAP, ENVMAPFRAME,
+ ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, BUMPTRANSFORM, bBlendSpecular );
+ }
+ }
+ else
+ {
+ bool bSkipEnvmap = false;
+ DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bSkipEnvmap );
+ }
+ }
+ else
+ {
+ // Skip this pass!
+ Draw( false );
+ }
+
+ // Cloak Pass
+ if ( params[CLOAKPASSENABLED]->GetIntValue() )
+ {
+ // If ( snapshotting ) or ( we need to draw this frame )
+ if ( ( pShaderShadow != NULL ) || ( ( params[CLOAKFACTOR]->GetFloatValue() > 0.0f ) && ( params[CLOAKFACTOR]->GetFloatValue() < 1.0f ) ) )
+ {
+ CloakBlendedPassVars_t info;
+ SetupVarsCloakBlendedPass( info );
+ DrawCloakBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+ else // We're not snapshotting and we don't need to draw this frame
+ {
+ // Skip this pass!
+ Draw( false );
+ }
+ }
+
+ // Emissive Scroll Pass
+ if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
+ {
+ // If ( snapshotting ) or ( we need to draw this frame )
+ if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) )
+ {
+ EmissiveScrollBlendedPassVars_t info;
+ SetupVarsEmissiveScrollBlendedPass( info );
+ DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+ else // We're not snapshotting and we don't need to draw this frame
+ {
+ // Skip this pass!
+ Draw( false );
+ }
+ }
+
+ // Flesh Interior Pass
+ if ( params[FLESHINTERIORENABLED]->GetIntValue() )
+ {
+ // If ( snapshotting ) or ( we need to draw this frame )
+ if ( ( pShaderShadow != NULL ) || ( true ) )
+ {
+ FleshInteriorBlendedPassVars_t info;
+ SetupVarsFleshInteriorBlendedPass( info );
+ DrawFleshInteriorBlendedPass( this, params, pShaderAPI, pShaderShadow, info, vertexCompression );
+ }
+ else // We're not snapshotting and we don't need to draw this frame
+ {
+ // Skip this pass!
+ Draw( false );
+ }
+ }
+ }
+END_SHADER
+
+
+//-----------------------------------------------------------------------------
+// Version that doesn't do bumpmapping
+//-----------------------------------------------------------------------------
+BEGIN_INHERITED_SHADER( VertexLitGeneric_NoBump_DX8, VertexLitGeneric_DX8,
+ "Help for VertexLitGeneric_NoBump_DX8" )
+
+ SHADER_FALLBACK
+ {
+ if (g_pConfig->bSoftwareLighting)
+ return "VertexLitGeneric_DX6";
+
+ if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
+ return "VertexLitGeneric_DX7";
+
+ 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
+