//========= 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