//========= Copyright 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================
#include "lightmappedgeneric_dx9_helper.h"
#include "BaseVSShader.h"
#include "convar.h"
#include "SDK_lightmappedgeneric_ps20.inc"
#include "SDK_lightmappedgeneric_vs20.inc"
// NOTE: The only reason this is not enabled is because I discovered this bug 10 days before RC1
// #define SRGB_ENABLED 1
ConVar mat_disable_lightwarp( "mat_disable_lightwarp", "0" );
ConVar mat_disable_fancy_blending( "mat_disable_fancy_blending", "0" );
void InitParamsLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, LightmappedGeneric_DX9_Vars_t &info )
{
// FLASHLIGHTFIXME
params[info.m_nFlashlightTexture]->SetStringValue( "effects/flashlight001" );
// Write over $basetexture with $albedo if we are going to be using diffuse normal mapping.
if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && params[info.m_nAlbedo]->IsDefined() &&
params[info.m_nBaseTexture]->IsDefined() &&
!( params[info.m_nNoDiffuseBumpLighting]->IsDefined() && params[info.m_nNoDiffuseBumpLighting]->GetIntValue() ) )
{
params[info.m_nBaseTexture]->SetStringValue( params[info.m_nAlbedo]->GetStringValue() );
}
if( pShader->IsUsingGraphics() && params[info.m_nEnvmap]->IsDefined() && !pShader->CanUseEditorMaterials() )
{
if( stricmp( params[info.m_nEnvmap]->GetStringValue(), "env_cubemap" ) == 0 )
{
Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName );
params[info.m_nEnvmap]->SetUndefined();
}
}
if ( (mat_disable_lightwarp.GetBool() ) &&
(info.m_nLightWarpTexture != -1) )
{
params[info.m_nLightWarpTexture]->SetUndefined();
}
if ( (mat_disable_fancy_blending.GetBool() ) &&
(info.m_nBlendModulateTexture != -1) )
{
params[info.m_nBlendModulateTexture]->SetUndefined();
}
if( !params[info.m_nEnvmapTint]->IsDefined() )
params[info.m_nEnvmapTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[info.m_nNoDiffuseBumpLighting]->IsDefined() )
params[info.m_nNoDiffuseBumpLighting]->SetIntValue( 0 );
if( !params[info.m_nSelfIllumTint]->IsDefined() )
params[info.m_nSelfIllumTint]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[info.m_nDetailScale]->IsDefined() )
params[info.m_nDetailScale]->SetFloatValue( 4.0f );
if( !params[info.m_nFresnelReflection]->IsDefined() )
params[info.m_nFresnelReflection]->SetFloatValue( 1.0f );
if( !params[info.m_nEnvmapMaskFrame]->IsDefined() )
params[info.m_nEnvmapMaskFrame]->SetIntValue( 0 );
if( !params[info.m_nEnvmapFrame]->IsDefined() )
params[info.m_nEnvmapFrame]->SetIntValue( 0 );
if( !params[info.m_nBumpFrame]->IsDefined() )
params[info.m_nBumpFrame]->SetIntValue( 0 );
if( !params[info.m_nDetailFrame]->IsDefined() )
params[info.m_nDetailFrame]->SetIntValue( 0 );
if( !params[info.m_nEnvmapContrast]->IsDefined() )
params[info.m_nEnvmapContrast]->SetFloatValue( 0.0f );
if( !params[info.m_nEnvmapSaturation]->IsDefined() )
params[info.m_nEnvmapSaturation]->SetFloatValue( 1.0f );
// No texture means no self-illum or env mask in base alpha
if ( !params[info.m_nBaseTexture]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
if( params[info.m_nBumpmap]->IsDefined() )
{
params[info.m_nEnvmapMask]->SetUndefined();
}
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0) )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP );
}
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[info.m_nEnvmap]->IsDefined() && params[info.m_nBaseTexture]->IsDefined() )
{
params[info.m_nEnvmap]->SetUndefined();
}
if( !params[info.m_nBaseTextureNoEnvmap]->IsDefined() )
{
params[info.m_nBaseTextureNoEnvmap]->SetIntValue( 0 );
}
if( !params[info.m_nBaseTexture2NoEnvmap]->IsDefined() )
{
params[info.m_nBaseTexture2NoEnvmap]->SetIntValue( 0 );
}
}
void InitLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, LightmappedGeneric_DX9_Vars_t &info )
{
if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap );
}
if( g_pConfig->UseBumpmapping() && params[info.m_nBumpmap2]->IsDefined() )
{
pShader->LoadBumpMap( info.m_nBumpmap2 );
}
if (params[info.m_nBaseTexture]->IsDefined())
{
pShader->LoadTexture( info.m_nBaseTexture );
if (!params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent())
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
if (params[info.m_nBaseTexture2]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture2 );
}
if (params[info.m_nLightWarpTexture]->IsDefined() )
{
pShader->LoadTexture( info.m_nLightWarpTexture );
}
if ((info.m_nBlendModulateTexture != -1) &&
(params[info.m_nBlendModulateTexture]->IsDefined()) )
{
pShader->LoadTexture( info.m_nBlendModulateTexture );
}
if (params[info.m_nDetail]->IsDefined())
{
pShader->LoadTexture( info.m_nDetail );
}
pShader->LoadTexture( info.m_nFlashlightTexture );
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
{
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
}
if (params[info.m_nEnvmap]->IsDefined())
{
if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
{
pShader->LoadCubeMap( info.m_nEnvmap );
}
else
{
pShader->LoadTexture( info.m_nEnvmap );
}
if( !g_pHardwareConfig->SupportsCubeMaps() )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
}
if (params[info.m_nEnvmapMask]->IsDefined())
{
pShader->LoadTexture( info.m_nEnvmapMask );
}
}
else
{
params[info.m_nEnvmapMask]->SetUndefined();
}
// We always need this because of the flashlight.
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
void DrawLightmappedGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, LightmappedGeneric_DX9_Vars_t &info )
{
bool hasBump = params[info.m_nBumpmap]->IsTexture();
bool hasBump2 = hasBump && params[info.m_nBumpmap2]->IsTexture();
bool hasDiffuseBumpmap = hasBump && (params[info.m_nNoDiffuseBumpLighting]->GetIntValue() == 0);
bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
bool hasBaseTexture2 = hasBaseTexture && params[info.m_nBaseTexture2]->IsTexture();
bool hasLightWarpTexture = params[info.m_nLightWarpTexture]->IsTexture();
bool hasDetailTexture = params[info.m_nDetail]->IsTexture();
bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) != 0;
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
bool bHasBlendModulateTexture =
(info.m_nBlendModulateTexture != -1) &&
(params[info.m_nBlendModulateTexture]->IsTexture() );
int nAlphaChannelTextureVar = hasBaseTexture ? (int)info.m_nBaseTexture : (int)info.m_nEnvmapMask;
BlendType_t nBlendType = pShader->EvaluateBlendRequirements( nAlphaChannelTextureVar, hasBaseTexture );
bool hasFlashlight = pShader->UsingFlashlight( params );
if( hasFlashlight )
{
CBaseVSShader::DrawFlashlight_dx90_Vars_t vars;
vars.m_bBump = hasBump;
vars.m_nBumpmapVar = info.m_nBumpmap;
vars.m_nBumpmapFrame = info.m_nBumpFrame;
vars.m_nBumpTransform = info.m_nBumpTransform;
vars.m_nFlashlightTextureVar = info.m_nFlashlightTexture;
vars.m_nFlashlightTextureFrameVar = info.m_nFlashlightTextureFrame;
vars.m_bLightmappedGeneric = true;
vars.m_bWorldVertexTransition = hasBaseTexture2;
vars.m_nBaseTexture2Var = info.m_nBaseTexture2;
vars.m_nBaseTexture2FrameVar = info.m_nBaseTexture2Frame;
vars.m_nBumpmap2Var = info.m_nBumpmap2;
vars.m_nBumpmap2Frame = info.m_nBumpFrame2;
pShader->DrawFlashlight_dx90( params, pShaderAPI, pShaderShadow, vars );
return;
}
SHADOW_STATE
{
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
// Alpha test: FIXME: shouldn't this be handled in Shader_t::SetInitialShadowState
pShaderShadow->EnableAlphaTest( bIsAlphaTested );
pShader->SetDefaultBlendingShadowState( nAlphaChannelTextureVar, hasBaseTexture );
unsigned int flags = VERTEX_POSITION;
if( hasBaseTexture )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
#ifdef SRGB_ENABLED
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE0, true );
#else
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE0, true );
}
#endif
}
if (hasLightWarpTexture)
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE6, true );
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE6, false );
}
if ( bHasBlendModulateTexture )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true );
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE3, false );
}
if( hasBaseTexture2 )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE7, true );
#ifdef SRGB_ENABLED
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE7, true );
#else
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE7, true );
}
#endif
}
// if( hasLightmap )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
#ifdef SRGB_ENABLED
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE1, true );
}
#endif
}
if( hasEnvmap )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true );
#ifdef SRGB_ENABLED
if( g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBRead( SHADER_TEXTURE_STAGE2, true );
}
#endif
flags |= VERTEX_TANGENT_S | VERTEX_TANGENT_T | VERTEX_NORMAL;
}
if( hasDetailTexture )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true );
}
if( hasBump )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE4, true );
}
if( hasBump2 )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE5, true );
}
if( hasEnvmapMask )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE5, true );
}
if( hasVertexColor || hasBaseTexture2 )
{
flags |= VERTEX_COLOR;
}
// Normalizing cube map
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE6, true );
// texcoord0 : base texcoord
// texcoord1 : lightmap texcoord
// texcoord2 : lightmap texcoord offset
int numTexCoords = 0;
if( hasBump )
{
numTexCoords = 3;
}
else
{
numTexCoords = 2;
}
pShaderShadow->VertexShaderVertexFormat(
flags, numTexCoords, 0, 0, 0 );
// Pre-cache pixel shaders
bool hasBaseAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK );
bool hasSelfIllum = IS_FLAG_SET( MATERIAL_VAR_SELFILLUM );
bool hasNormalMapAlphaEnvmapMask = IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
DECLARE_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
SET_STATIC_VERTEX_SHADER_COMBO( ENVMAP_MASK, hasEnvmapMask );
SET_STATIC_VERTEX_SHADER_COMBO( TANGENTSPACE, params[info.m_nEnvmap]->IsTexture() );
SET_STATIC_VERTEX_SHADER_COMBO( BUMPMAP, hasBump );
SET_STATIC_VERTEX_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXCOLOR, IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) );
SET_STATIC_VERTEX_SHADER_COMBO( VERTEXALPHATEXBLENDFACTOR, hasBaseTexture2 || hasBump2 );
DECLARE_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2, hasBaseTexture2 );
SET_STATIC_PIXEL_SHADER_COMBO( DETAILTEXTURE, hasDetailTexture );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP, hasBump );
SET_STATIC_PIXEL_SHADER_COMBO( BUMPMAP2, hasBump2 );
SET_STATIC_PIXEL_SHADER_COMBO( DIFFUSEBUMPMAP, hasDiffuseBumpmap );
SET_STATIC_PIXEL_SHADER_COMBO( CUBEMAP, hasEnvmap );
SET_STATIC_PIXEL_SHADER_COMBO( ENVMAPMASK, hasEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASEALPHAENVMAPMASK, hasBaseAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( SELFILLUM, hasSelfIllum );
SET_STATIC_PIXEL_SHADER_COMBO( NORMALMAPALPHAENVMAPMASK, hasNormalMapAlphaEnvmapMask );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURENOENVMAP, params[info.m_nBaseTextureNoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( BASETEXTURE2NOENVMAP, params[info.m_nBaseTexture2NoEnvmap]->GetIntValue() );
SET_STATIC_PIXEL_SHADER_COMBO( WARPLIGHTING, hasLightWarpTexture );
SET_STATIC_PIXEL_SHADER_COMBO( FANCY_BLENDING, bHasBlendModulateTexture );
bool bMaskedBlending=( (info.m_nMaskedBlending != -1) &&
(params[info.m_nMaskedBlending]->GetIntValue() != 0) );
SET_STATIC_PIXEL_SHADER_COMBO( MASKEDBLENDING, bMaskedBlending);
SET_STATIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
// HACK HACK HACK - enable alpha writes all the time so that we have them for
// underwater stuff.
// But only do it if we're not using the alpha already for translucency
if( nBlendType != BT_BLENDADD && nBlendType != BT_BLEND && !bIsAlphaTested )
{
pShaderShadow->EnableAlphaWrites( true );
}
SET_STATIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
#ifdef SRGB_ENABLED
pShaderShadow->EnableSRGBWrite( true );
#else
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
pShaderShadow->EnableSRGBWrite( true );
}
#endif
pShader->DefaultFog();
}
DYNAMIC_STATE
{
bool hasEnvmap = params[info.m_nEnvmap]->IsTexture();
bool hasEnvmapMask = params[info.m_nEnvmapMask]->IsTexture();
if( hasBaseTexture )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
}
else
{
pShaderAPI->BindWhite( SHADER_TEXTURE_STAGE0 );
}
if( hasBaseTexture2 )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE7, info.m_nBaseTexture2, info.m_nBaseTexture2Frame );
}
// if( hasLightmap )
{
pShaderAPI->BindLightmap( SHADER_TEXTURE_STAGE1 );
}
if( hasEnvmap )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE2, info.m_nEnvmap, info.m_nEnvmapFrame );
}
if( hasDetailTexture )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE3, info.m_nDetail, info.m_nDetailFrame );
}
if( hasBump )
{
if( !g_pConfig->m_bFastNoBump )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE4, info.m_nBumpmap, info.m_nBumpFrame );
}
else
{
pShaderAPI->BindFlatNormalMap( SHADER_TEXTURE_STAGE4 );
}
}
if( hasBump2 )
{
if( !g_pConfig->m_bFastNoBump )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE5, info.m_nBumpmap2, info.m_nBumpFrame2 );
}
else
{
pShaderAPI->BindFlatNormalMap( SHADER_TEXTURE_STAGE4 );
}
}
if( hasEnvmapMask )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE5, info.m_nEnvmapMask, info.m_nEnvmapMaskFrame );
}
if ( hasLightWarpTexture )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE6, info.m_nLightWarpTexture, 0 );
}
else
pShaderAPI->BindSignedNormalizationCubeMap( SHADER_TEXTURE_STAGE6 );
if ( bHasBlendModulateTexture )
{
pShader->BindTexture( SHADER_TEXTURE_STAGE3, info.m_nBlendModulateTexture, 0 );
}
// If we don't have a texture transform, we don't have
// to set vertex shader constants or run vertex shader instructions
// for the texture transform.
bool bHasTextureTransform =
!( params[info.m_nBaseTextureTransform]->MatrixIsIdentity() &&
params[info.m_nBumpTransform]->MatrixIsIdentity() &&
params[info.m_nEnvmapMaskTransform]->MatrixIsIdentity() );
bool bHasBlendMaskTransform= (
(info.m_nBlendMaskTransform != -1) &&
(info.m_nMaskedBlending != -1) &&
(params[info.m_nMaskedBlending]->GetIntValue() ) &&
( ! (params[info.m_nBumpTransform]->MatrixIsIdentity() ) ) );
bHasTextureTransform |= bHasBlendMaskTransform;
bool bVertexShaderFastPath = !bHasTextureTransform;
if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0 )
{
bVertexShaderFastPath = false;
}
if( params[info.m_nDetail]->IsTexture() )
{
bVertexShaderFastPath = false;
}
if (bHasBlendMaskTransform)
{
pShader->SetVertexShaderTextureTransform(
VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, info.m_nBlendMaskTransform );
}
float color[4] = { 1.0, 1.0, 1.0, 1.0 };
pShader->ComputeModulationColor( color );
if( !( bVertexShaderFastPath && color[0] == 1.0f && color[1] == 1.0f && color[2] == 1.0f && color[3] == 1.0f ) )
{
bVertexShaderFastPath = false;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_MODULATION_COLOR, color );
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
// If we have a detail texture, then the bump texcoords are the same as the base texcoords.
if( hasBump && !hasDetailTexture )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
}
if( hasEnvmapMask )
{
pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, info.m_nEnvmapMaskTransform );
}
}
MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
DECLARE_DYNAMIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
SET_DYNAMIC_VERTEX_SHADER_COMBO( FASTPATH, bVertexShaderFastPath );
SET_DYNAMIC_VERTEX_SHADER_COMBO(
LIGHTING_PREVIEW,
(pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING))?1:0
);
SET_DYNAMIC_VERTEX_SHADER( sdk_lightmappedgeneric_vs20 );
bool bPixelShaderFastPath = true;
if( pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING)!=0 )
{
bPixelShaderFastPath = false;
}
float envmapTintVal[4];
float selfIllumTintVal[4];
params[info.m_nEnvmapTint]->GetVecValue( envmapTintVal, 3 );
params[info.m_nSelfIllumTint]->GetVecValue( selfIllumTintVal, 3 );
float envmapContrast = params[info.m_nEnvmapContrast]->GetFloatValue();
float envmapSaturation = params[info.m_nEnvmapSaturation]->GetFloatValue();
float fresnelReflection = params[info.m_nFresnelReflection]->GetFloatValue();
#ifdef _DEBUG
float envmapTintOverride = mat_envmaptintoverride.GetFloat();
float envmapTintScaleOverride = mat_envmaptintscale.GetFloat();
if( envmapTintOverride != -1.0f )
{
envmapTintVal[0] = envmapTintVal[1] = envmapTintVal[2] = envmapTintOverride;
}
if( envmapTintScaleOverride != -1.0f )
{
envmapTintVal[0] *= envmapTintScaleOverride;
envmapTintVal[1] *= envmapTintScaleOverride;
envmapTintVal[2] *= envmapTintScaleOverride;
}
#endif
bool bUsingContrast = hasEnvmap && ( (envmapContrast != 0.0f) && (envmapContrast != 1.0f) ) && (envmapSaturation != 1.0f);
bool bUsingFresnel = hasEnvmap && (fresnelReflection != 1.0f);
bool bUsingSelfIllumTint = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && (selfIllumTintVal[0] != 1.0f || selfIllumTintVal[1] != 1.0f || selfIllumTintVal[2] != 1.0f);
bool bUsingEnvMapTint = hasEnvmap && (envmapTintVal[0] != 1.0f || envmapTintVal[1] != 1.0f || envmapTintVal[2] != 1.0f);
if ( bUsingContrast || bUsingFresnel || bUsingSelfIllumTint || !g_pConfig->bShowSpecular )
{
bPixelShaderFastPath = false;
}
DECLARE_DYNAMIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATH, bPixelShaderFastPath );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPTINT, bPixelShaderFastPath && bUsingEnvMapTint );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FASTPATHENVMAPCONTRAST, bPixelShaderFastPath && envmapContrast == 1.0f );
SET_DYNAMIC_PIXEL_SHADER_COMBO( FOGTYPE, pShaderAPI->GetSceneFogMode() );
// Don't write fog to alpha if we're using translucency
SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, (fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z) &&
(nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !bIsAlphaTested );
SET_DYNAMIC_PIXEL_SHADER_COMBO(
LIGHTING_PREVIEW, pShaderAPI->GetIntRenderingParameter(INT_RENDERPARM_ENABLE_FIXED_LIGHTING));
SET_DYNAMIC_PIXEL_SHADER( sdk_lightmappedgeneric_ps20 );
// always set the transform for detail textures since I'm assuming that you'll
// always have a detailscale.
if( hasDetailTexture )
{
pShader->SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBaseTextureTransform, info.m_nDetailScale );
}
if ( !bPixelShaderFastPath || bUsingEnvMapTint )
{
pShader->SetEnvMapTintPixelShaderDynamicState( 0, info.m_nEnvmapTint, -1 );
}
if( !bPixelShaderFastPath )
{
pShader->SetPixelShaderConstant( 2, info.m_nEnvmapContrast );
pShader->SetPixelShaderConstant( 3, info.m_nEnvmapSaturation );
pShader->SetPixelShaderConstant( 7, info.m_nSelfIllumTint );
// [ 0, 0 ,0, R(0) ]
float fresnel[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
fresnel[3] = params[info.m_nFresnelReflection]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 4, fresnel );
// [ 0, 0 ,0, 1-R(0) ]
fresnel[3] = 1.0f - fresnel[3];
pShaderAPI->SetPixelShaderConstant( 5, fresnel );
}
float eyePos[4];
pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
pShaderAPI->SetPixelShaderConstant( 10, eyePos, 1 );
pShaderAPI->SetPixelShaderFogParams( 11 );
if( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z )
{
if( g_pHardwareConfig->GetHDRType() != HDR_TYPE_NONE )
{
pShader->SetWaterFogColorPixelShaderConstantLinear( 14 );
}
else
{
pShader->SetWaterFogColorPixelShaderConstantGamma( 14 );
}
}
}
pShader->Draw();
}