304 lines
9.8 KiB
C++
304 lines
9.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#if 0
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#include "particlelitgeneric_dx9_helper.h"
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#include "BaseVSShader.h"
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#include "particlelit_generic_vs30.inc"
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#include "particlelit_generic_ps30.inc"
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#include "convar.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Initialize shader parameters
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//-----------------------------------------------------------------------------
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void InitParamsParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, ParticleLitGeneric_DX9_Vars_t &info )
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{
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// FLASHLIGHTFIXME: Do ShaderAPI::BindFlashlightTexture
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Assert( info.m_nFlashlightTexture >= 0 );
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if ( g_pHardwareConfig->SupportsBorderColor() )
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" );
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}
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else
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{
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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if( (info.m_nBumpFrame != -1) && !params[info.m_nBumpFrame]->IsDefined() )
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{
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params[info.m_nBumpFrame]->SetIntValue( 0 );
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}
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if( (info.m_nBumpmap != -1) && g_pConfig->UseBumpmapping() && params[info.m_nBumpmap]->IsDefined() )
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{
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
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}
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else
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{
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CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
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}
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}
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//-----------------------------------------------------------------------------
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// Initialize shader
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//-----------------------------------------------------------------------------
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void InitParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params, ParticleLitGeneric_DX9_Vars_t &info )
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{
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Assert( info.m_nFlashlightTexture >= 0 );
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pShader->LoadTexture( info.m_nFlashlightTexture, TEXTUREFLAGS_SRGB );
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bool bIsBaseTextureTranslucent = false;
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if ( params[info.m_nBaseTexture]->IsDefined() )
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{
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pShader->LoadTexture( info.m_nBaseTexture, TEXTUREFLAGS_SRGB );
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if ( params[info.m_nBaseTexture]->GetTextureValue()->IsTranslucent() )
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{
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bIsBaseTextureTranslucent = true;
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}
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}
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// No alpha channel in any of the textures? No self illum or envmapmask
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if ( !bIsBaseTextureTranslucent )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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if ( g_pConfig->UseBumpmapping() )
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{
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if ( (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsDefined() )
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{
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pShader->LoadBumpMap( info.m_nBumpmap );
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SET_FLAGS2( MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL );
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}
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}
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// Don't alpha test if the alpha channel is used for other purposes
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if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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{
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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}
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}
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//-----------------------------------------------------------------------------
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// Draws the shader
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//-----------------------------------------------------------------------------
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void DrawParticleLitGeneric_DX9( CBaseVSShader *pShader, IMaterialVar** params,
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IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, ParticleLitGeneric_DX9_Vars_t &info )
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{
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bool hasBaseTexture = params[info.m_nBaseTexture]->IsTexture();
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bool hasBump = (info.m_nBumpmap != -1) && params[info.m_nBumpmap]->IsTexture();
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bool hasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
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bool hasVertexAlpha = IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA );
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bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0;
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bool bNoFog = IS_FLAG_SET( MATERIAL_VAR_NOFOG );
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HDRType_t hdrType = g_pHardwareConfig->GetHDRType();
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BlendType_t blendType = pShader->EvaluateBlendRequirements( info.m_nBaseTexture, true );
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if( pShader->IsSnapshotting() )
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{
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// look at color and alphamod stuff.
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// Unlit generic never uses the flashlight
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bool hasFlashlight = CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT );
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bool bHalfLambert = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT );
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// Alpha test: FIXME: shouldn't this be handled in CBaseVSShader::SetInitialShadowState
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pShaderShadow->EnableAlphaTest( bIsAlphaTested );
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if( info.m_nAlphaTestReference != -1 && params[info.m_nAlphaTestReference]->GetFloatValue() > 0.0f )
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{
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pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[info.m_nAlphaTestReference]->GetFloatValue() );
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}
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if( hasFlashlight )
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{
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pShader->SetAdditiveBlendingShadowState( info.m_nBaseTexture, true );
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if( bIsAlphaTested )
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{
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// disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
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// be the same on both the regular pass and the flashlight pass.
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pShaderShadow->EnableAlphaTest( false );
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pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL );
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}
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pShaderShadow->EnableBlending( true );
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pShaderShadow->EnableDepthWrites( false );
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}
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else
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{
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pShader->SetDefaultBlendingShadowState( info.m_nBaseTexture, true );
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}
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unsigned int flags = VERTEX_POSITION;
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int userDataSize = 0;
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if( hasBaseTexture )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER0, true );
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}
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if( hasFlashlight )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER7, true );
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pShaderShadow->EnableSRGBRead( SHADER_SAMPLER7, true );
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userDataSize = 4; // tangent S
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}
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if( hasBump )
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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userDataSize = 4; // tangent S
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// Normalizing cube map
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pShaderShadow->EnableTexture( SHADER_SAMPLER5, true );
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}
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if( hasVertexColor || hasVertexAlpha )
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{
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flags |= VERTEX_COLOR;
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}
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pShaderShadow->EnableSRGBWrite( true );
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// texcoord0 : base texcoord
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int pTexCoordCount[2] = { 2, 3 };
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pShaderShadow->VertexShaderVertexFormat(
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flags, 2, pTexCoordCount, 0, userDataSize );
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DECLARE_STATIC_VERTEX_SHADER( particlelit_generic_vs30 );
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SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
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SET_STATIC_VERTEX_SHADER( particlelit_generic_vs30 );
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DECLARE_STATIC_PIXEL_SHADER( particlelit_generic_ps30 );
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SET_STATIC_PIXEL_SHADER_COMBO( HALFLAMBERT, bHalfLambert);
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// SET_STATIC_PIXEL_SHADER_COMBO( FLASHLIGHT, hasFlashlight );
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SET_STATIC_PIXEL_SHADER_COMBO( HDRTYPE, hdrType );
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SET_STATIC_PIXEL_SHADER( particlelit_generic_ps30 );
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if( hasFlashlight )
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{
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pShader->FogToBlack();
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}
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else
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{
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pShader->DefaultFog();
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}
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// HACK HACK HACK - enable alpha writes all the time so that we have them for
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// underwater stuff
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if( blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested )
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{
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pShaderShadow->EnableAlphaWrites( true );
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}
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}
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else
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{
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bool hasFlashlight = pShaderAPI->InFlashlightMode();
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if( hasBaseTexture )
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{
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture, info.m_nBaseTextureFrame );
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}
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if( !g_pConfig->m_bFastNoBump )
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{
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if( hasBump )
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{
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pShader->BindTexture( SHADER_SAMPLER3, info.m_nBumpmap, info.m_nBumpFrame );
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}
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}
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else
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{
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if( hasBump )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_NORMALMAP_FLAT );
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}
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}
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if( hasFlashlight )
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{
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Assert( info.m_nFlashlightTexture >= 0 && info.m_nFlashlightTextureFrame >= 0 );
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pShader->BindTexture( SHADER_SAMPLER7, info.m_nFlashlightTexture, info.m_nFlashlightTextureFrame );
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}
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LightState_t lightState = { 0, false, false };
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if( !hasFlashlight )
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pShaderAPI->GetDX9LightState( &lightState );
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MaterialFogMode_t fogType = pShaderAPI->GetSceneFogMode();
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// int fogIndex = ( fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ? 1 : 0;
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DECLARE_DYNAMIC_VERTEX_SHADER( particlelit_generic_vs30 );
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SET_DYNAMIC_VERTEX_SHADER( particlelit_generic_vs30 );
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DECLARE_DYNAMIC_PIXEL_SHADER( particlelit_generic_ps30 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( NUM_LIGHTS, lightState.m_nNumLights );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( AMBIENT_LIGHT, lightState.m_bAmbientLight ? 1 : 0 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLight ? 1 : 0 );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITEWATERFOGTODESTALPHA, fogType == MATERIAL_FOG_LINEAR_BELOW_FOG_Z &&
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blendType != BT_BLENDADD && blendType != BT_BLEND && !bIsAlphaTested );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() );
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SET_DYNAMIC_PIXEL_SHADER_COMBO( HDRENABLED, pShader->IsHDREnabled() );
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SET_DYNAMIC_PIXEL_SHADER( particlelit_generic_ps30 );
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, info.m_nBaseTextureTransform );
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if( hasBump )
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{
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, info.m_nBumpTransform );
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}
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if( hasBump )
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{
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER5, TEXTURE_NORMALIZATION_CUBEMAP_SIGNED );
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pShaderAPI->SetPixelShaderStateAmbientLightCube( 5 );
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pShaderAPI->CommitPixelShaderLighting( 13 );
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}
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float eyePos[4];
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pShaderAPI->GetWorldSpaceCameraPosition( eyePos );
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pShaderAPI->SetPixelShaderConstant( 20, eyePos, 1 );
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pShaderAPI->SetPixelShaderFogParams( 21 );
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// flashlightfixme: put this in common code.
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if( hasFlashlight )
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{
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VMatrix worldToTexture;
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const FlashlightState_t &flashlightState = pShaderAPI->GetFlashlightState( worldToTexture );
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// Set the flashlight attenuation factors
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float atten[4];
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atten[0] = flashlightState.m_fConstantAtten;
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atten[1] = flashlightState.m_fLinearAtten;
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atten[2] = flashlightState.m_fQuadraticAtten;
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atten[3] = flashlightState.m_FarZ;
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pShaderAPI->SetPixelShaderConstant( 22, atten, 1 );
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// Set the flashlight origin
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float pos[4];
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pos[0] = flashlightState.m_vecLightOrigin[0];
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pos[1] = flashlightState.m_vecLightOrigin[1];
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pos[2] = flashlightState.m_vecLightOrigin[2];
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pos[3] = 1.0f;
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pShaderAPI->SetPixelShaderConstant( 23, pos, 1 );
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pShaderAPI->SetPixelShaderConstant( 24, worldToTexture.Base(), 4 );
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}
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}
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pShader->Draw();
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}
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// Commenting out this entire file
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#endif
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