aboutsummaryrefslogtreecommitdiff
path: root/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'mp/src/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp1434
1 files changed, 1434 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp b/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp
new file mode 100644
index 00000000..b1f49eab
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx9_helper.cpp
@@ -0,0 +1,1434 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+#include "BaseVSShader.h"
+#include "vertexlitgeneric_dx9_helper.h"
+#include "skin_dx9_helper.h"
+
+#include "VertexLit_and_unlit_Generic_vs20.inc"
+#include "VertexLit_and_unlit_Generic_bump_vs20.inc"
+
+#include "vertexlit_and_unlit_generic_ps20.inc"
+#include "vertexlit_and_unlit_generic_ps20b.inc"
+#include "vertexlit_and_unlit_generic_bump_ps20.inc"
+#include "vertexlit_and_unlit_generic_bump_ps20b.inc"
+
+#ifndef _X360
+#include "vertexlit_and_unlit_generic_vs30.inc"
+#include "vertexlit_and_unlit_generic_ps30.inc"
+#include "vertexlit_and_unlit_generic_bump_vs30.inc"
+#include "vertexlit_and_unlit_generic_bump_ps30.inc"
+#endif
+
+#include "commandbuilder.h"
+#include "convar.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
+static ConVar r_lightwarpidentity( "r_lightwarpidentity","0", FCVAR_CHEAT );
+
+
+static inline bool WantsSkinShader( IMaterialVar** params, const VertexLitGeneric_DX9_Vars_t &info )
+{
+ if ( info.m_nPhong == -1) // Don't use skin without Phong
+ return false;
+
+ if ( params[info.m_nPhong]->GetIntValue() == 0 ) // Don't use skin without Phong turned on
+ return false;
+
+ if ( ( info.m_nDiffuseWarpTexture != -1 ) && params[info.m_nDiffuseWarpTexture]->IsTexture() ) // If there's Phong and diffuse warp do skin
+ return true;
+
+ if ( ( info.m_nBaseMapAlphaPhongMask != -1 ) && params[info.m_nBaseMapAlphaPhongMask]->GetIntValue() != 1 )
+ {
+ if ( info.m_nBumpmap == -1 ) // Don't use without a bump map
+ return false;
+
+ if ( !params[info.m_nBumpmap]->IsTexture() ) // Don't use if the texture isn't specified
+ return false;
+ }
+
+ return true;
+}
+
+int g_nSnapShots;
+
+//-----------------------------------------------------------------------------
+// Initialize shader parameters
+//-----------------------------------------------------------------------------
+void InitParamsVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info )
+{
+ InitIntParam( info.m_nPhong, params, 0 );
+
+ InitFloatParam( info.m_nAlphaTestReference, params, 0.0f );
+ InitIntParam( info.m_nVertexAlphaTest, params, 0 );
+
+ InitIntParam( info.m_nFlashlightNoLambert, params, 0 );
+
+ if ( info.m_nDetailTint != -1 && !params[info.m_nDetailTint]->IsDefined() )
+ {
+ params[info.m_nDetailTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+
+ if ( info.m_nEnvmapTint != -1 && !params[info.m_nEnvmapTint]->IsDefined() )
+ {
+ params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+
+ InitIntParam( info.m_nEnvmapFrame, params, 0 );
+ InitIntParam( info.m_nBumpFrame, params, 0 );
+ InitFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
+ InitIntParam( info.m_nReceiveFlashlight, params, 0 );
+
+ InitFloatParam( info.m_nDetailScale, params, 4.0f );
+
+ if ( (info.m_nBlendTintByBaseAlpha != -1) && (!params[info.m_nBlendTintByBaseAlpha]->IsDefined()) )
+ {
+ params[info.m_nBlendTintByBaseAlpha]->SetIntValue( 0 );
+ }
+
+ InitFloatParam( info.m_nTintReplacesBaseColor, params, 0 );
+
+ if ( (info.m_nSelfIllumTint != -1) && (!params[info.m_nSelfIllumTint]->IsDefined()) )
+ {
+ params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+
+
+ if ( WantsSkinShader( params, info ) )
+ {
+ if ( !g_pHardwareConfig->SupportsPixelShaders_2_b() || !g_pConfig->UsePhong() )
+ {
+ params[info.m_nPhong]->SetIntValue( 0 );
+ }
+ else
+ {
+ InitParamsSkin_DX9( pShader, params, pMaterialName, info );
+ return;
+ }
+ }
+
+ // FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
+ if ( info.m_nFlashlightTexture != -1 )
+ {
+ if ( g_pHardwareConfig->SupportsBorderColor() )
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
+ }
+ else
+ {
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+ }
+ }
+
+ // Write over $basetexture with $info.m_nBumpmap if we are going to be using diffuse normal mapping.
+ if ( info.m_nAlbedo != -1 && g_pConfig->UseBumpmapping() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
+ params[info.m_nBaseTexture]->IsDefined() )
+ {
+ params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
+ }
+
+ // This shader can be used with hw skinning
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if ( bVertexLitGeneric )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+ }
+ else
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ }
+
+ InitIntParam( info.m_nEnvmapMaskFrame, params, 0 );
+ InitFloatParam( info.m_nEnvmapContrast, params, 0.0 );
+ InitFloatParam( info.m_nEnvmapSaturation, params, 1.0f );
+ InitFloatParam( info.m_nSeamlessScale, params, 0.0 );
+
+ // handle line art parms
+ InitFloatParam( info.m_nEdgeSoftnessStart, params, 0.5 );
+ InitFloatParam( info.m_nEdgeSoftnessEnd, params, 0.5 );
+ InitFloatParam( info.m_nGlowAlpha, params, 1.0 );
+ InitFloatParam( info.m_nOutlineAlpha, params, 1.0 );
+
+ // No texture means no self-illum or env mask in base alpha
+ if ( info.m_nBaseTexture != -1 && !params[info.m_nBaseTexture]->IsDefined() )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+
+ // If in decal mode, no debug override...
+ if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+
+ if( ( (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
+ // we don't need a tangent space if we have envmap without bumpmap
+ // || ( info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() )
+ )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
+ }
+ else if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() ) // diffuse warp goes down bump path...
+ {
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
+ }
+ else // no tangent space needed
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
+ }
+
+ bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
+ if ( hasNormalMapAlphaEnvmapMask )
+ {
+ params[info.m_nEnvmapMask]->SetUndefined();
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+
+ if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) && info.m_nBumpmap != -1 &&
+ params[info.m_nBumpmap]->IsDefined() && !hasNormalMapAlphaEnvmapMask )
+ {
+ Warning( "material %s has a normal map and $basealphaenvmapmask. Must use $normalmapalphaenvmapmask to get specular.\n\n", pMaterialName );
+ params[info.m_nEnvmap]->SetUndefined();
+ }
+
+ if ( info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsDefined() && info.m_nBumpmap != -1 && params[info.m_nBumpmap]->IsDefined() )
+ {
+ params[info.m_nEnvmapMask]->SetUndefined();
+ if ( !hasNormalMapAlphaEnvmapMask )
+ {
+ Warning( "material %s has a normal map and an envmapmask. Must use $normalmapalphaenvmapmask.\n\n", pMaterialName );
+ params[info.m_nEnvmap]->SetUndefined();
+ }
+ }
+
+ // If mat_specular 0, then get rid of envmap
+ if ( !g_pConfig->UseSpecular() && info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
+ {
+ params[info.m_nEnvmap]->SetUndefined();
+ }
+
+ InitFloatParam( info.m_nHDRColorScale, params, 1.0f );
+
+ InitIntParam( info.m_nLinearWrite, params, 0 );
+ InitIntParam( info.m_nGammaColorRead, params, 0 );
+
+ InitIntParam( info.m_nDepthBlend, params, 0 );
+ InitFloatParam( info.m_nDepthBlendScale, params, 50.0f );
+}
+
+
+//-----------------------------------------------------------------------------
+// Initialize shader
+//-----------------------------------------------------------------------------
+
+void InitVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info )
+{
+ // both detailed and bumped = needs skin shader (for now)
+ bool bNeedsSkinBecauseOfDetail = false;
+
+ //bool bHasBump = ( info.m_nBumpmap != -1 ) && params[info.m_nBumpmap]->IsTexture();
+ //if ( bHasBump )
+ //{
+ // if ( ( info.m_nDetail != -1 ) && params[info.m_nDetail]->IsDefined() )
+ // bNeedsSkinBecauseOfDetail = true;
+ //}
+
+ if ( bNeedsSkinBecauseOfDetail ||
+ ( info.m_nPhong != -1 &&
+ params[info.m_nPhong]->GetIntValue() &&
+ g_pHardwareConfig->SupportsPixelShaders_2_b() ) )
+ {
+ InitSkin_DX9( pShader, params, info );
+ return;
+ }
+
+ if ( info.m_nFlashlightTexture != -1 )
+ {
+ pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
+ }
+
+ bool bIsBaseTextureTranslucent = false;
+ if ( info.m_nBaseTexture != -1 && params[info.m_nBaseTexture]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nBaseTexture, ( info.m_nGammaColorRead != -1 ) && ( params[info.m_nGammaColorRead]->GetIntValue() == 1 ) ? 0 : TEXTUREFLAGS_SRGB );
+
+ if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
+ {
+ bIsBaseTextureTranslucent = true;
+ }
+ }
+
+ bool bHasSelfIllumMask = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && (info.m_nSelfIllumMask != -1) && params[info.m_nSelfIllumMask]->IsDefined();
+
+ // No alpha channel in any of the textures? No self illum or envmapmask
+ if ( !bIsBaseTextureTranslucent )
+ {
+ bool bHasSelfIllumFresnel = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
+
+ // Can still be self illum with no base alpha if using one of these alternate modes
+ if ( !bHasSelfIllumFresnel && !bHasSelfIllumMask )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ }
+
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+
+ if ( info.m_nDetail != -1 && params[info.m_nDetail]->IsDefined() )
+ {
+ int nDetailBlendMode = ( info.m_nDetailTextureCombineMode == -1 ) ? 0 : params[info.m_nDetailTextureCombineMode]->GetIntValue();
+ if ( nDetailBlendMode == 0 ) //Mod2X
+ pShader->LoadTexture( info.m_nDetail );
+ else
+ pShader->LoadTexture( info.m_nDetail, TEXTUREFLAGS_SRGB );
+ }
+
+ if ( g_pConfig->UseBumpmapping() )
+ {
+ if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
+ {
+ pShader->LoadBumpMap( info.m_nBumpmap );
+ SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
+ }
+ else if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
+ {
+ SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
+ }
+ }
+
+ // Don't alpha test if the alpha channel is used for other purposes
+ if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
+ }
+
+ if ( info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsDefined() )
+ {
+ if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
+ {
+ pShader->LoadCubeMap( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
+ }
+ else
+ {
+ pShader->LoadTexture( info.m_nEnvmap, g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ? TEXTUREFLAGS_SRGB : 0 );
+ }
+
+ if ( !g_pHardwareConfig->SupportsCubeMaps() )
+ {
+ SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
+ }
+ }
+ if ( info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nEnvmapMask );
+ }
+
+ if ( (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nDiffuseWarpTexture );
+ }
+
+ if ( bHasSelfIllumMask )
+ {
+ pShader->LoadTexture( info.m_nSelfIllumMask );
+ }
+}
+
+class CVertexLitGeneric_DX9_Context : public CBasePerMaterialContextData
+{
+public:
+ CCommandBufferBuilder< CFixedCommandStorageBuffer< 800 > > m_SemiStaticCmdsOut;
+
+};
+
+
+//-----------------------------------------------------------------------------
+// Draws the shader
+//-----------------------------------------------------------------------------
+static void DrawVertexLitGeneric_DX9_Internal( CBaseVSShader *pShader, IMaterialVar** params,
+ IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow,
+ bool bVertexLitGeneric, bool bHasFlashlight,
+ VertexLitGeneric_DX9_Vars_t &info,
+ VertexCompressionType_t vertexCompression,
+ CBasePerMaterialContextData **pContextDataPtr )
+
+{
+ CVertexLitGeneric_DX9_Context *pContextData = reinterpret_cast< CVertexLitGeneric_DX9_Context *> ( *pContextDataPtr );
+
+/*^*/ // printf("\t\t>DrawVertexLitGeneric_DX9_Internal\n");
+
+ bool bHasBump = IsTextureSet( info.m_nBumpmap, params );
+#if !defined( _X360 )
+ bool bIsDecal = IS_FLAG_SET( MATERIAL_VAR_DECAL );
+#endif
+
+ bool hasDiffuseLighting = bVertexLitGeneric;
+/*^*/ // printf("\t\t[%d] bVertexLitGeneric\n",(int)bVertexLitGeneric);
+
+ if ( IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
+ {
+ bHasFlashlight = false;
+ }
+
+ bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
+ bool bHasDiffuseWarp = (!bHasFlashlight || IsX360() ) && hasDiffuseLighting && (info.m_nDiffuseWarpTexture != -1) && params[info.m_nDiffuseWarpTexture]->IsTexture();
+
+
+ //bool bNoCull = IS_FLAG_SET( MATERIAL_VAR_NOCULL );
+ bool bFlashlightNoLambert = false;
+ if ( ( info.m_nFlashlightNoLambert != -1 ) && params[info.m_nFlashlightNoLambert]->GetIntValue() )
+ {
+ bFlashlightNoLambert = true;
+ }
+
+ bool bAmbientOnly = IsBoolSet( info.m_nAmbientOnly, params );
+
+ float fBlendFactor = GetFloatParam( info.m_nDetailTextureBlendFactor, params, 1.0 );
+ bool bHasDetailTexture = IsTextureSet( info.m_nDetail, params );
+ int nDetailBlendMode = bHasDetailTexture ? GetIntParam( info.m_nDetailTextureCombineMode, params ) : 0;
+ int nDetailTranslucencyTexture = -1;
+
+ if ( bHasDetailTexture )
+ {
+ if ( ( nDetailBlendMode == 6 ) && ( ! (g_pHardwareConfig->SupportsPixelShaders_2_b() ) ) )
+ {
+ nDetailBlendMode = 5; // skip fancy threshold blending if ps2.0
+ }
+ if ( ( nDetailBlendMode == 3 ) || ( nDetailBlendMode == 8 ) || ( nDetailBlendMode == 9 ) )
+ nDetailTranslucencyTexture = info.m_nDetail;
+ }
+
+ bool bBlendTintByBaseAlpha = IsBoolSet( info.m_nBlendTintByBaseAlpha, params );
+ float fTintReplaceFactor = GetFloatParam( info.m_nTintReplacesBaseColor, params, 0.0 );
+
+ BlendType_t nBlendType;
+ bool bHasBaseTexture = IsTextureSet( info.m_nBaseTexture, params );
+ if ( bHasBaseTexture )
+ {
+ // if base alpha is used for tinting, ignore the base texture for computing translucency
+ nBlendType = pShader->EvaluateBlendRequirements( bBlendTintByBaseAlpha ? -1 : info.m_nBaseTexture, true, nDetailTranslucencyTexture );
+ }
+ else
+ {
+ nBlendType = pShader->EvaluateBlendRequirements( info.m_nEnvmapMask, false );
+ }
+ bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested && (!bHasFlashlight || IsX360() ); //dest alpha is free for special use
+
+ bool bHasEnvmap = (!bHasFlashlight || IsX360() ) && info.m_nEnvmap != -1 && params[info.m_nEnvmap]->IsTexture();
+
+
+ bool bHasVertexColor = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
+ bool bHasVertexAlpha = bVertexLitGeneric ? false : IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
+/*^*/ // printf("\t\t[%d] bHasVertexColor\n",(int)bHasVertexColor);
+/*^*/ // printf("\t\t[%d] bHasVertexAlpha\n",(int)bHasVertexAlpha);
+
+ if ( pShader->IsSnapshotting() || (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) )
+ {
+/*^*/ // printf("\t\t[1] snapshotting=%d pContextData=%08x pContextData->m_bMaterialVarsChanged=%d \n",(int)pShader->IsSnapshotting(), (int)pContextData, pContextData ? (int)pContextData->m_bMaterialVarsChanged : -1 );
+ bool bSeamlessBase = IsBoolSet( info.m_nSeamlessBase, params );
+ bool bSeamlessDetail = IsBoolSet( info.m_nSeamlessDetail, params );
+ bool bDistanceAlpha = IsBoolSet( info.m_nDistanceAlpha, params );
+ bool bHasSelfIllum = (!bHasFlashlight || IsX360() ) && IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
+ bool bHasEnvmapMask = (!bHasFlashlight || IsX360() ) && info.m_nEnvmapMask != -1 && params[info.m_nEnvmapMask]->IsTexture();
+ bool bHasSelfIllumFresnel = ( !IsTextureSet( info.m_nDetail, params ) ) && ( bHasSelfIllum ) && ( info.m_nSelfIllumFresnel != -1 ) && ( params[info.m_nSelfIllumFresnel]->GetIntValue() != 0 );
+
+ bool bHasSelfIllumMask = bHasSelfIllum && IsTextureSet( info.m_nSelfIllumMask, params );
+ bool hasSelfIllumInEnvMapMask =
+ ( info.m_nSelfIllumEnvMapMask_Alpha != -1 ) &&
+ ( params[info.m_nSelfIllumEnvMapMask_Alpha]->GetFloatValue() != 0.0 ) ;
+
+ if ( pShader->IsSnapshotting() )
+ {
+/*^*/ // printf("\t\t[2] snapshotting...\n");
+
+ bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
+
+
+ if ( info.m_nVertexAlphaTest != -1 && params[info.m_nVertexAlphaTest]->GetIntValue() > 0 )
+ {
+ bHasVertexAlpha = true;
+ }
+
+ // look at color and alphamod stuff.
+ // Unlit generic never uses the flashlight
+ if ( bHasSelfIllumFresnel )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
+ hasNormalMapAlphaEnvmapMask = false;
+ }
+
+ bool bHasEnvmap = (!bHasFlashlight || IsX360() ) && ( info.m_nEnvmap != -1 ) && params[info.m_nEnvmap]->IsTexture();
+ bool bHasLegacyEnvSphereMap = bHasEnvmap && IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE);
+ bool bHasNormal = bVertexLitGeneric || bHasEnvmap || bHasFlashlight || bSeamlessBase || bSeamlessDetail;
+ if ( IsPC() )
+ {
+ // On PC, LIGHTING_PREVIEW requires normals (they won't use much memory - unlitgeneric isn't used on many models)
+ bHasNormal = true;
+ }
+
+ bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
+ // Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
+ pShaderShadow->EnableAlphaTest( bIsAlphaTested );
+
+ if ( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
+ {
+ pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
+ }
+
+ int nShadowFilterMode = 0;
+ if ( bHasFlashlight )
+ {
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() )
+ {
+ nShadowFilterMode = g_pHardwareConfig->GetShadowFilterMode(); // Based upon vendor and device dependent formats
+ }
+
+ if ( !IsX360() )
+ {
+ if (params[info.m_nBaseTexture]->IsTexture())
+ {
+ pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
+ }
+ else
+ {
+ pShader->SetAdditiveBlendingShadowState( info.m_nEnvmapMask, false );
+ }
+
+ if ( bIsAlphaTested )
+ {
+ // disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
+ // be the same on both the regular pass and the flashlight pass.
+ pShaderShadow->EnableAlphaTest( false );
+ pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
+ }
+
+ // Be sure not to write to dest alpha
+ pShaderShadow->EnableAlphaWrites( false );
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->EnableDepthWrites( false );
+ }
+ else
+ {
+ pShader->SetBlendingShadowState( nBlendType );
+ }
+ }
+ else
+ {
+ pShader->SetBlendingShadowState( nBlendType );
+ }
+
+ unsigned int flags = VERTEX_POSITION;
+ if ( bHasNormal )
+ {
+ flags |= VERTEX_NORMAL;
+ }
+/*^*/ // printf("\t\t[%1d] VERTEX_NORMAL\n",(flags&VERTEX_NORMAL)!=0);
+
+ int userDataSize = 0;
+ bool bSRGBInputAdapter = false;
+
+ // basetexture
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ if ( bHasBaseTexture )
+ {
+ if ( ( info.m_nGammaColorRead != -1 ) && ( params[info.m_nGammaColorRead]->GetIntValue() == 1 ) )
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, false );
+ else
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
+
+ // If we're on OSX GL on a crappy OS which can't do sRGB from render targets, check to see if we're reading from one...
+ if ( IsOSX() && !g_pHardwareConfig->CanDoSRGBReadFromRTs() )
+ {
+ ITexture *pBaseTexture = params[info.m_nBaseTexture]->GetTextureValue();
+ if ( pBaseTexture && pBaseTexture->IsRenderTarget() )
+ {
+ bSRGBInputAdapter = true;
+ }
+ }
+ }
+
+ if ( bHasEnvmap )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
+ {
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true );
+ }
+ }
+ if ( bHasFlashlight )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER8, true ); // Depth texture
+ pShaderShadow->SetShadowDepthFiltering( SHADER_SAMPLER8 );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER6, true ); // Noise map
+ pShaderShadow->EnableTexture( SHADER_SAMPLER7, true ); // Flashlight cookie
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );
+ userDataSize = 4; // tangent S
+ }
+
+ if ( bHasDetailTexture )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+ if ( nDetailBlendMode != 0 ) //Not Mod2X
+ pShaderShadow->EnableSRGBRead( SHADER_SAMPLER2, true );
+ }
+
+ if ( bHasBump || bHasDiffuseWarp )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ userDataSize = 4; // tangent S
+ // Normalizing cube map
+ pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
+ }
+ if ( bHasEnvmapMask )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER4, true );
+ }
+
+ if ( bHasVertexColor || bHasVertexAlpha )
+ {
+ flags |= VERTEX_COLOR;
+ }
+/*^*/ // printf("\t\t[%1d] VERTEX_COLOR\n",(flags&VERTEX_COLOR)!=0);
+/*^*/ // printf("\t\t[%1d] VERTEX_COLOR_STREAM_1\n",(flags&VERTEX_COLOR_STREAM_1)!=0);
+
+
+ if( bHasDiffuseWarp && (!bHasFlashlight || IsX360() ) && !bHasSelfIllumFresnel )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER9, true ); // Diffuse warp texture
+ }
+
+ if ( (info.m_nDepthBlend != -1) && (params[info.m_nDepthBlend]->GetIntValue()) )
+ {
+ if( bHasBump )
+ Warning( "DEPTHBLEND not supported by bump mapped variations of vertexlitgeneric to avoid shader bloat. Either remove the bump map or convince a graphics programmer that it's worth it.\n" );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER10, true );
+ }
+
+ if( bHasSelfIllum )
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER11, true ); // self illum mask
+ }
+
+ bool bSRGBWrite = true;
+ if( (info.m_nLinearWrite != -1) && (params[info.m_nLinearWrite]->GetIntValue() == 1) )
+ {
+ bSRGBWrite = false;
+ }
+
+ pShaderShadow->EnableSRGBWrite( bSRGBWrite );
+
+ // texcoord0 : base texcoord
+ int pTexCoordDim[3] = { 2, 2, 3 };
+ int nTexCoordCount = 1;
+
+ if ( IsBoolSet( info.m_nSeparateDetailUVs, params ) )
+ {
+ ++nTexCoordCount;
+ }
+ else
+ {
+ pTexCoordDim[1] = 0;
+ }
+
+#ifndef _X360
+ // Special morphed decal information
+ if ( bIsDecal && g_pHardwareConfig->HasFastVertexTextures() )
+ {
+ nTexCoordCount = 3;
+ }
+#endif
+
+ // This shader supports compressed vertices, so OR in that flag:
+ flags |= VERTEX_FORMAT_COMPRESSED;
+/*^*/ // printf("\t\t[%1d] VERTEX_FORMAT_COMPRESSED\n",(flags&VERTEX_FORMAT_COMPRESSED)!=0);
+
+/*^*/ // printf("\t\t -> CShaderShadowDX8::VertexShaderVertexFormat( flags=%08x, texcount=%d )\n",flags,nTexCoordCount);
+
+
+ pShaderShadow->VertexShaderVertexFormat( flags, nTexCoordCount, pTexCoordDim, userDataSize );
+
+ if ( bHasBump || bHasDiffuseWarp )
+ {
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_WITH_2B, g_pHardwareConfig->SupportsPixelShaders_2_b() );
+#ifdef _X360
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+#endif
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
+ SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs20 );
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL this way
+ {
+ DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
+ SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask && bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
+ SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20b );
+ }
+ else // ps_2_0
+ {
+ DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
+ SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask && bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
+ SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_WITH_2B, true );
+ SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
+ SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps30 );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
+ SET_STATIC_PIXEL_SHADER_COMBO( LIGHTWARPTEXTURE, bHasDiffuseWarp && !bHasSelfIllumFresnel );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUMFRESNEL, bHasSelfIllumFresnel );
+ SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask && bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
+ SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps30 );
+ }
+#endif
+ }
+ else // !(bHasBump || bHasDiffuseWarp)
+ {
+ bool bDistanceAlphaFromDetail = false;
+ bool bSoftMask = false;
+ bool bGlow = false;
+ bool bOutline = false;
+
+ static ConVarRef mat_reduceparticles( "mat_reduceparticles" );
+ bool bDoDepthBlend = IsBoolSet( info.m_nDepthBlend, params ) && !mat_reduceparticles.GetBool();
+
+ if ( bDistanceAlpha )
+ {
+ bDistanceAlphaFromDetail = IsBoolSet( info.m_nDistanceAlphaFromDetail, params );
+ bSoftMask = IsBoolSet( info.m_nSoftEdges, params );
+ bGlow = IsBoolSet( info.m_nGlow, params );
+ bOutline = IsBoolSet( info.m_nOutline, params );
+ }
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha );
+ SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert );
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, IsBoolSet( info.m_nSeparateDetailUVs, params ) );
+ SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow );
+ SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, (! bSRGBWrite ) && bHasVertexColor );
+ SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
+
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send Gl this way
+ {
+ DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20b );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
+ SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
+ SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
+ SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
+ SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
+ SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, bDoDepthBlend );
+ SET_STATIC_PIXEL_SHADER_COMBO( SRGB_INPUT_ADAPTER, bSRGBInputAdapter ? 1 : 0 );
+ SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
+ SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20b );
+ }
+ else // ps_2_0
+ {
+ DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20 );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
+ SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
+ SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
+ SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
+ SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
+ SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
+ SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
+ SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ // The vertex shader uses the vertex id stream
+ SET_FLAGS2( MATERIAL_VAR2_USES_VERTEXID );
+
+ DECLARE_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
+ SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor || bHasVertexAlpha );
+ SET_STATIC_VERTEX_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert );
+ SET_STATIC_VERTEX_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
+ SET_STATIC_VERTEX_SHADER_COMBO( SEPARATE_DETAIL_UVS, IsBoolSet( info.m_nSeparateDetailUVs, params ) );
+ SET_STATIC_VERTEX_SHADER_COMBO( DECAL, bIsDecal );
+ SET_STATIC_VERTEX_SHADER_COMBO( DONT_GAMMA_CONVERT_VERTEX_COLOR, bSRGBWrite ? 0 : 1 );
+ SET_STATIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
+
+ DECLARE_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps30 );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM_ENVMAPMASK_ALPHA, ( hasSelfIllumInEnvMapMask && ( bHasEnvmapMask ) ) );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, bHasEnvmap );
+ SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP_SPHERE_LEGACY, bHasLegacyEnvSphereMap );
+ SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSELIGHTING, hasDiffuseLighting );
+ SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, bHasEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, bHasSelfIllum );
+ SET_STATIC_PIXEL_SHADER_COMBO( VERTEXCOLOR, bHasVertexColor );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, bHasFlashlight );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, bHasDetailTexture );
+ SET_STATIC_PIXEL_SHADER_COMBO( DETAIL_BLEND_MODE, nDetailBlendMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_BASE, bSeamlessBase );
+ SET_STATIC_PIXEL_SHADER_COMBO( SEAMLESS_DETAIL, bSeamlessDetail );
+ SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHA, bDistanceAlpha );
+ SET_STATIC_PIXEL_SHADER_COMBO( DISTANCEALPHAFROMDETAIL, bDistanceAlphaFromDetail );
+ SET_STATIC_PIXEL_SHADER_COMBO( SOFT_MASK, bSoftMask );
+ SET_STATIC_PIXEL_SHADER_COMBO( OUTLINE, bOutline );
+ SET_STATIC_PIXEL_SHADER_COMBO( OUTER_GLOW, bGlow );
+ SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHTDEPTHFILTERMODE, nShadowFilterMode );
+ SET_STATIC_PIXEL_SHADER_COMBO( DEPTHBLEND, bDoDepthBlend );
+ SET_STATIC_PIXEL_SHADER_COMBO( BLENDTINTBYBASEALPHA, bBlendTintByBaseAlpha );
+ SET_STATIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps30 );
+ }
+#endif
+ }
+
+ if ( bHasFlashlight && !IsX360() )
+ {
+ pShader->FogToBlack();
+ }
+ else
+ {
+ pShader->DefaultFog();
+ }
+
+ // HACK HACK HACK - enable alpha writes all the time so that we have them for
+ // underwater stuff and the loadout and character select screens.
+ pShaderShadow->EnableAlphaWrites( bFullyOpaque );
+ }
+
+ if ( pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) )
+ {
+/*^*/ // printf("\t\t[3] pShaderAPI && ( (! pContextData ) || ( pContextData->m_bMaterialVarsChanged ) ) TRUE \n");
+ if ( ! pContextData ) // make sure allocated
+ {
+ ++g_nSnapShots;
+ pContextData = new CVertexLitGeneric_DX9_Context;
+ *pContextDataPtr = pContextData;
+ }
+ pContextData->m_SemiStaticCmdsOut.Reset();
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderFogParams( 21 );
+ if ( bHasBaseTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
+ }
+ else
+ {
+ if( bHasEnvmap )
+ {
+ // if we only have an envmap (no basetexture), then we want the albedo to be black.
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_BLACK );
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_WHITE );
+ }
+ }
+ if ( bHasDetailTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER2, info.m_nDetail, info.m_nDetailFrame );
+ }
+ if ( bHasSelfIllum )
+ {
+ if ( bHasSelfIllumMask ) // Separate texture for self illum?
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER11, info.m_nSelfIllumMask, -1 ); // Bind it
+ }
+ else // else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER11, TEXTURE_BLACK ); // Bind dummy
+ }
+ }
+
+ if ( (info.m_nDepthBlend != -1) && (params[info.m_nDepthBlend]->GetIntValue()) )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER10, TEXTURE_FRAME_BUFFER_FULL_DEPTH );
+ }
+ if ( bSeamlessDetail || bSeamlessBase )
+ {
+ float flSeamlessData[4]={ params[info.m_nSeamlessScale]->GetFloatValue(),
+ 0,0,0};
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, flSeamlessData );
+ }
+
+ if ( info.m_nBaseTextureTransform != -1 )
+ {
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
+ }
+
+
+ if ( bHasDetailTexture )
+ {
+ if ( IS_PARAM_DEFINED( info.m_nDetailTextureTransform ) )
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nDetailTextureTransform, info.m_nDetailScale );
+ else
+ pContextData->m_SemiStaticCmdsOut.SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nBaseTextureTransform, info.m_nDetailScale );
+ //Assert( !bHasBump );
+ if ( info.m_nDetailTint != -1 )
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstantGammaToLinear( 10, info.m_nDetailTint );
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant4( 10, 1, 1, 1, 1 );
+ }
+ }
+ if ( bDistanceAlpha )
+ {
+ float flSoftStart = GetFloatParam( info.m_nEdgeSoftnessStart, params );
+ float flSoftEnd = GetFloatParam( info.m_nEdgeSoftnessEnd, params );
+ // set all line art shader parms
+ bool bScaleEdges = IsBoolSet( info.m_nScaleEdgeSoftnessBasedOnScreenRes, params );
+ bool bScaleOutline = IsBoolSet( info.m_nScaleOutlineSoftnessBasedOnScreenRes, params );
+
+ float flResScale = 1.0;
+
+ float flOutlineStart0 = GetFloatParam( info.m_nOutlineStart0, params );
+ float flOutlineStart1 = GetFloatParam( info.m_nOutlineStart1, params );
+ float flOutlineEnd0 = GetFloatParam( info.m_nOutlineEnd0, params );
+ float flOutlineEnd1 = GetFloatParam( info.m_nOutlineEnd1, params );
+
+ if ( bScaleEdges || bScaleOutline )
+ {
+ int nWidth, nHeight;
+ pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
+ flResScale=max( 0.5, max( 1024.0/nWidth, 768/nHeight ) );
+
+ if ( bScaleEdges )
+ {
+ float flMid = 0.5 * ( flSoftStart + flSoftEnd );
+ flSoftStart = clamp( flMid + flResScale * ( flSoftStart - flMid ), 0.05, 0.99 );
+ flSoftEnd = clamp( flMid + flResScale * ( flSoftEnd - flMid ), 0.05, 0.99 );
+ }
+
+
+ if ( bScaleOutline )
+ {
+ // shrink the soft part of the outline, enlarging hard part
+ float flMidS = 0.5 * ( flOutlineStart1 + flOutlineStart0 );
+ flOutlineStart1 = clamp( flMidS + flResScale * ( flOutlineStart1 - flMidS ), 0.05, 0.99 );
+ float flMidE = 0.5 * ( flOutlineEnd1 + flOutlineEnd0 );
+ flOutlineEnd1 = clamp( flMidE + flResScale * ( flOutlineEnd1 - flMidE ), 0.05, 0.99 );
+ }
+
+ }
+
+ float flConsts[]={
+ // c5 - glow values
+ GetFloatParam( info.m_nGlowX, params ),
+ GetFloatParam( info.m_nGlowY, params ),
+ GetFloatParam( info.m_nGlowStart, params ),
+ GetFloatParam( info.m_nGlowEnd, params ),
+ // c6 - glow color
+ 0,0,0, // will be filled in
+ GetFloatParam( info.m_nGlowAlpha, params ),
+ // c7 - mask range parms
+ flSoftStart,
+ flSoftEnd,
+ 0,0,
+ // c8 - outline color
+ 0,0,0,
+ GetFloatParam( info.m_nOutlineAlpha, params ),
+ // c9 - outline parms. ordered for optimal ps20 .wzyx swizzling
+ flOutlineStart0,
+ flOutlineEnd1,
+ flOutlineEnd0,
+ flOutlineStart1,
+ };
+
+ if ( info.m_nGlowColor != -1 )
+ {
+ params[info.m_nGlowColor]->GetVecValue( flConsts+4, 3 );
+ }
+ if ( info.m_nOutlineColor != -1 )
+ {
+ params[info.m_nOutlineColor]->GetVecValue( flConsts+12, 3 );
+ }
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 5, flConsts, 5 );
+
+ }
+ if ( !g_pConfig->m_bFastNoBump )
+ {
+ if ( bHasBump )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
+ }
+ else if ( bHasDiffuseWarp )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
+ }
+ }
+ else
+ {
+ if ( bHasBump )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
+ }
+ }
+ // Setting w to 1 means use separate selfillummask
+ float vEnvMapSaturation_SelfIllumMask[4] = {1.0f, 1.0f, 1.0f, 0.0f};
+ if ( info.m_nEnvmapSaturation != -1 )
+ params[info.m_nEnvmapSaturation]->GetVecValue( vEnvMapSaturation_SelfIllumMask, 3 );
+
+ vEnvMapSaturation_SelfIllumMask[3] = bHasSelfIllumMask ? 1.0f : 0.0f;
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 3, vEnvMapSaturation_SelfIllumMask, 1 );
+ if ( bHasEnvmap )
+ {
+ pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicStateGammaToLinear( 0, info.m_nEnvmapTint, fTintReplaceFactor );
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.SetEnvMapTintPixelShaderDynamicStateGammaToLinear( 0, -1, fTintReplaceFactor);
+ }
+
+ if ( bHasEnvmapMask )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER4, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
+ }
+
+ if ( bHasSelfIllumFresnel && (!bHasFlashlight || IsX360() ) )
+ {
+ float vConstScaleBiasExp[4] = { 1.0f, 0.0f, 1.0f, 0.0f };
+ float flMin = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[0] : 0.0f;
+ float flMax = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[1] : 1.0f;
+ float flExp = IS_PARAM_DEFINED( info.m_nSelfIllumFresnelMinMaxExp ) ? params[info.m_nSelfIllumFresnelMinMaxExp]->GetVecValue()[2] : 1.0f;
+
+ vConstScaleBiasExp[1] = ( flMax != 0.0f ) ? ( flMin / flMax ) : 0.0f; // Bias
+ vConstScaleBiasExp[0] = 1.0f - vConstScaleBiasExp[1]; // Scale
+ vConstScaleBiasExp[2] = flExp; // Exp
+ vConstScaleBiasExp[3] = flMax; // Brightness
+
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 11, vConstScaleBiasExp );
+ }
+
+ if( bHasDiffuseWarp && (!bHasFlashlight || IsX360() ) && !bHasSelfIllumFresnel )
+ {
+ if ( r_lightwarpidentity.GetBool() )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER9, TEXTURE_IDENTITY_LIGHTWARP );
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindTexture( pShader, SHADER_SAMPLER9, info.m_nDiffuseWarpTexture, -1 );
+ }
+ }
+
+ if ( bHasFlashlight )
+ {
+ // Tweaks associated with a given flashlight
+ VMatrix worldToTexture;
+ const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
+ float tweaks[4];
+ tweaks[0] = flashlightState.m_flShadowFilterSize / flashlightState.m_flShadowMapResolution;
+ tweaks[1] = ShadowAttenFromState( flashlightState );
+ pShader->HashShadow2DJitter( flashlightState.m_flShadowJitterSeed, &tweaks[2], &tweaks[3] );
+ pShaderAPI->SetPixelShaderConstant( 2, tweaks, 1 );
+
+ // Dimensions of screen, used for screen-space noise map sampling
+ float vScreenScale[4] = {1280.0f / 32.0f, 720.0f / 32.0f, 0, 0};
+ int nWidth, nHeight;
+ pShaderAPI->GetBackBufferDimensions( nWidth, nHeight );
+ vScreenScale[0] = (float) nWidth / 32.0f;
+ vScreenScale[1] = (float) nHeight / 32.0f;
+ pShaderAPI->SetPixelShaderConstant( 31, vScreenScale, 1 );
+ }
+
+ if ( ( !bHasFlashlight || IsX360() ) && ( info.m_nEnvmapContrast != -1 ) )
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
+
+ // mat_fullbright 2 handling
+ bool bLightingOnly = bVertexLitGeneric && mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ if( bLightingOnly )
+ {
+ if ( bHasBaseTexture )
+ {
+ if( ( bHasSelfIllum && !hasSelfIllumInEnvMapMask ) )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY_ALPHA_ZERO );
+ }
+ else
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY );
+ }
+ }
+ if ( bHasDetailTexture )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY );
+ }
+ }
+
+ if ( bHasBump || bHasDiffuseWarp )
+ {
+ pContextData->m_SemiStaticCmdsOut.BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderStateAmbientLightCube( 5 );
+ pContextData->m_SemiStaticCmdsOut.CommitPixelShaderLighting( 13 );
+ }
+ pContextData->m_SemiStaticCmdsOut.SetPixelShaderConstant_W( 4, info.m_nSelfIllumTint, fBlendFactor );
+ pContextData->m_SemiStaticCmdsOut.SetAmbientCubeDynamicStateVertexShader();
+ pContextData->m_SemiStaticCmdsOut.End();
+ }
+ }
+ if ( pShaderAPI )
+ {
+ CCommandBufferBuilder< CFixedCommandStorageBuffer< 1000 > > DynamicCmdsOut;
+ DynamicCmdsOut.Call( pContextData->m_SemiStaticCmdsOut.Base() );
+
+ if ( bHasEnvmap )
+ {
+ DynamicCmdsOut.BindTexture( pShader, SHADER_SAMPLER1, info.m_nEnvmap, info.m_nEnvmapFrame );
+ }
+
+ bool bFlashlightShadows = false;
+ if ( bHasFlashlight )
+ {
+ VMatrix worldToTexture;
+ ITexture *pFlashlightDepthTexture;
+ FlashlightState_t state = pShaderAPI->GetFlashlightStateEx( worldToTexture, &pFlashlightDepthTexture );
+ bFlashlightShadows = state.m_bEnableShadows && ( pFlashlightDepthTexture != NULL );
+
+ if( pFlashlightDepthTexture && g_pConfig->ShadowDepthTexture() && state.m_bEnableShadows )
+ {
+ pShader->BindTexture( SHADER_SAMPLER8, pFlashlightDepthTexture, 0 );
+ DynamicCmdsOut.BindStandardTexture( SHADER_SAMPLER6, TEXTURE_SHADOW_NOISE_2D );
+ }
+
+ SetFlashLightColorFromState( state, pShaderAPI, 28, bFlashlightNoLambert );
+
+ Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
+ pShader->BindTexture( SHADER_SAMPLER7, state.m_pSpotlightTexture, state.m_nSpotlightTextureFrame );
+ }
+
+
+ // Set up light combo state
+ LightState_t lightState = {0, false, false};
+ if ( bVertexLitGeneric && (!bHasFlashlight || IsX360() ) )
+ {
+ pShaderAPI->GetDX9LightState( &lightState );
+ }
+
+ MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
+ int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
+ int numBones = pShaderAPI->GetCurrentNumBones();
+
+ bool bWriteDepthToAlpha;
+ bool bWriteWaterFogToAlpha;
+ if( 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;
+ }
+
+ if ( bHasBump || bHasDiffuseWarp )
+ {
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_bump_vs20 );
+
+ // Bind ps_2_b shader so we can get shadow mapping...
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL this way
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20b );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_bump_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, bWriteWaterFogToAlpha );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_bump_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs30 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_bump_vs30 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_bump_ps30 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_bump_ps30 );
+
+ bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
+ pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
+ }
+#endif
+ }
+ else // !( bHasBump || bHasDiffuseWarp )
+ {
+ if ( bAmbientOnly ) // Override selected light combo to be ambient only
+ {
+ lightState.m_bAmbientLight = true;
+ lightState.m_bStaticLight = false;
+ lightState.m_nNumLights = 0;
+ }
+
+#ifndef _X360
+ if ( !g_pHardwareConfig->HasFastVertexTextures() )
+#endif
+ {
+ bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow();
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO(
+ LIGHTING_PREVIEW,
+ pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights );
+ SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_vs20 );
+
+ // Bind ps_2_b shader so we can get shadow mapping
+ if ( g_pHardwareConfig->SupportsPixelShaders_2_b() || g_pHardwareConfig->ShouldAlwaysUseShaderModel2bShaders() ) // Always send GL this way
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20b );
+
+// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO(
+ LIGHTING_PREVIEW,
+ pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
+ SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_ps20b );
+ }
+ else
+ {
+ DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps20 );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO(
+ LIGHTING_PREVIEW,
+ pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
+ SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_ps20 );
+ }
+ }
+#ifndef _X360
+ else
+ {
+ pShader->SetHWMorphVertexShaderState( VERTEX_SHADER_SHADER_SPECIFIC_CONST_10, VERTEX_SHADER_SHADER_SPECIFIC_CONST_11, SHADER_VERTEXTEXTURE_SAMPLER0 );
+
+ DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, numBones > 0 );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW,
+ pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0);
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( MORPHING, pShaderAPI->IsHWMorphingEnabled() );
+ SET_DYNAMIC_VERTEX_SHADER_COMBO( COMPRESSED_VERTS, (int)vertexCompression );
+ SET_DYNAMIC_VERTEX_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_vs30 );
+
+ DECLARE_DYNAMIC_PIXEL_SHADER( vertexlit_and_unlit_generic_ps30 );
+// SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( FLASHLIGHTSHADOWS, bFlashlightShadows );
+ SET_DYNAMIC_PIXEL_SHADER_COMBO( LIGHTING_PREVIEW,
+ pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING) );
+ SET_DYNAMIC_PIXEL_SHADER_CMD( DynamicCmdsOut, vertexlit_and_unlit_generic_ps30 );
+
+ bool bUnusedTexCoords[3] = { false, false, !pShaderAPI->IsHWMorphingEnabled() || !bIsDecal };
+ pShaderAPI->MarkUnusedVertexFields( 0, 3, bUnusedTexCoords );
+ }
+#endif
+ }
+
+ if ( ( info.m_nHDRColorScale != -1 ) && pShader->IsHDREnabled() )
+ {
+ pShader->SetModulationPixelShaderDynamicState_LinearColorSpace_LinearScale( 1, params[info.m_nHDRColorScale]->GetFloatValue() );
+ }
+ else
+ {
+ pShader->SetModulationPixelShaderDynamicState_LinearColorSpace( 1 );
+ }
+
+ float eyePos[4];
+ pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
+ DynamicCmdsOut.SetPixelShaderConstant( 20, eyePos );
+
+ // Non-bump case does its own depth feathering work
+ if ( !bHasBump && !bHasDiffuseWarp )
+ {
+ DynamicCmdsOut.SetDepthFeatheringPixelShaderConstant( 13, GetFloatParam( info.m_nDepthBlendScale, params, 50.0f ) );
+ }
+
+ float fPixelFogType = pShaderAPI->GetPixelFogCombo() == 1 ? 1 : 0;
+ float fWriteDepthToAlpha = bWriteDepthToAlpha && IsPC() ? 1 : 0;
+ float fWriteWaterFogToDestAlpha = (pShaderAPI->GetPixelFogCombo() == 1 && bWriteWaterFogToAlpha) ? 1 : 0;
+ float fVertexAlpha = bHasVertexAlpha ? 1 : 0;
+
+ // Controls for lerp-style paths through shader code (bump and non-bump have use different register)
+ float vShaderControls[4] = { fPixelFogType, fWriteDepthToAlpha, fWriteWaterFogToDestAlpha, fVertexAlpha };
+ DynamicCmdsOut.SetPixelShaderConstant( 12, vShaderControls, 1 );
+
+ // flashlightfixme: put this in common code.
+ if ( bHasFlashlight )
+ {
+ VMatrix worldToTexture;
+ const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
+ SetFlashLightColorFromState( flashlightState, pShaderAPI, 28, bFlashlightNoLambert );
+
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, worldToTexture.Base(), 4 );
+
+ pShader->BindTexture( SHADER_SAMPLER7, flashlightState.m_pSpotlightTexture, flashlightState.m_nSpotlightTextureFrame );
+
+ float atten_pos[8];
+ atten_pos[0] = flashlightState.m_fConstantAtten; // Set the flashlight attenuation factors
+ atten_pos[1] = flashlightState.m_fLinearAtten;
+ atten_pos[2] = flashlightState.m_fQuadraticAtten;
+ atten_pos[3] = flashlightState.m_FarZ;
+ atten_pos[4] = flashlightState.m_vecLightOrigin[0]; // Set the flashlight origin
+ atten_pos[5] = flashlightState.m_vecLightOrigin[1];
+ atten_pos[6] = flashlightState.m_vecLightOrigin[2];
+ atten_pos[7] = 1.0f;
+ DynamicCmdsOut.SetPixelShaderConstant( 22, atten_pos, 2 );
+
+ DynamicCmdsOut.SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
+ }
+ DynamicCmdsOut.End();
+ pShaderAPI->ExecuteCommandBuffer( DynamicCmdsOut.Base() );
+ }
+ pShader->Draw();
+
+/*^*/ // printf("\t\t<DrawVertexLitGeneric_DX9_Internal\n");
+}
+
+
+void DrawVertexLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
+ IShaderShadow* pShaderShadow, bool bVertexLitGeneric, VertexLitGeneric_DX9_Vars_t &info, VertexCompressionType_t vertexCompression,
+ CBasePerMaterialContextData **pContextDataPtr )
+{
+ if ( WantsSkinShader( params, info ) && g_pHardwareConfig->SupportsPixelShaders_2_b() && g_pConfig->UseBumpmapping() && g_pConfig->UsePhong() )
+ {
+ DrawSkin_DX9( pShader, params, pShaderAPI, pShaderShadow, info, vertexCompression, pContextDataPtr );
+ return;
+ }
+
+ bool bReceiveFlashlight = bVertexLitGeneric;
+ bool bNewFlashlight = IsX360();
+ if ( bNewFlashlight )
+ {
+ bReceiveFlashlight = bReceiveFlashlight || ( GetIntParam( info.m_nReceiveFlashlight, params ) != 0 );
+ }
+ bool bHasFlashlight = bReceiveFlashlight && pShader->UsingFlashlight( params );
+
+ DrawVertexLitGeneric_DX9_Internal( pShader, params, pShaderAPI,
+ pShaderShadow, bVertexLitGeneric, bHasFlashlight, info, vertexCompression, pContextDataPtr );
+}