Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( UnlitGeneric, UnlitGeneric_DX6 )
DEFINE_FALLBACK_SHADER( MonitorScreen, UnlitGeneric_DX6 )
DEFINE_FALLBACK_SHADER( ParticleSphere, UnlitGeneric_DX6 )
DEFINE_FALLBACK_SHADER( Predator, Predator_DX60 )
DEFINE_FALLBACK_SHADER( Predator_DX60, UnlitGeneric_DX6 )
DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX60 )
DEFINE_FALLBACK_SHADER( WindowImposter_DX60, UnlitGeneric_DX6 )
BEGIN_SHADER( UnlitGeneric_DX6,
"Help for UnlitGeneric_DX6" )
BEGIN_SHADER_PARAMS
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( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
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( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" )
SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if( !params[ENVMAPTINT]->IsDefined() )
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[ENVMAPMASKSCALE]->IsDefined() )
params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
if( !params[DETAILSCALE]->IsDefined() )
params[DETAILSCALE]->SetFloatValue( 4.0f );
// No texture means no env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() )
{
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 );
}
// 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();
}
}
SHADER_INIT
{
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
{
if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
// the second texture (if there is one)
if (params[DETAIL]->IsDefined())
{
LoadTexture( DETAIL );
}
// 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 );
}
}
}
int GetDrawFlagsPass1(IMaterialVar** params, bool doDetail)
{
int flags = SHADER_DRAW_POSITION;
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
flags |= SHADER_DRAW_COLOR;
if (params[BASETEXTURE]->IsTexture())
flags |= SHADER_DRAW_TEXCOORD0;
if (doDetail)
flags |= SHADER_DRAW_TEXCOORD1;
return flags;
}
void SetDetailShadowState(IShaderShadow* pShaderShadow)
{
// Specifically choose overbright2, will cause mod2x here
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 2.0f );
}
void SetDetailDymamicState(IShaderShadow* pShaderShadow)
{
BindTexture( SHADER_SAMPLER1, DETAIL, FRAME );
SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM, DETAILSCALE );
}
void DrawAdditiveNonTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail )
{
SHADOW_STATE
{
SetModulationShadowState();
SetAdditiveBlendingShadowState( );
if (doDetail)
SetDetailShadowState(pShaderShadow);
pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) );
FogToBlack();
}
DYNAMIC_STATE
{
SetModulationDynamicState();
if (doDetail)
SetDetailDymamicState(pShaderShadow);
}
Draw( );
}
void DrawAdditiveTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
SetModulationShadowState();
SetAdditiveBlendingShadowState( BASETEXTURE, true );
if (doDetail)
SetDetailShadowState(pShaderShadow);
pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) );
FogToBlack();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
if (doDetail)
SetDetailDymamicState(pShaderShadow);
SetModulationDynamicState();
}
Draw( );
}
void DrawNonTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail )
{
SHADOW_STATE
{
SetModulationShadowState();
SetNormalBlendingShadowState( );
if (doDetail)
SetDetailShadowState(pShaderShadow);
pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) );
FogToFogColor();
}
DYNAMIC_STATE
{
SetModulationDynamicState();
if (doDetail)
SetDetailDymamicState(pShaderShadow);
}
Draw( );
}
void DrawTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
SetModulationShadowState();
SetNormalBlendingShadowState( BASETEXTURE, true );
if (doDetail)
SetDetailShadowState(pShaderShadow);
pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
if (doDetail)
SetDetailDymamicState(pShaderShadow);
SetModulationDynamicState();
}
Draw( );
}
SHADER_DRAW
{
bool isTextureDefined = params[BASETEXTURE]->IsTexture();
bool hasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
bool doFirstPass = isTextureDefined || hasVertexColor || (!params[ENVMAP]->IsTexture());
if (doFirstPass)
{
SHADOW_STATE
{
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
if( params[ALPHATESTREFERENCE]->IsDefined() && params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f )
{
pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() );
}
}
if (IS_FLAG_SET(MATERIAL_VAR_ADDITIVE))
{
if (!isTextureDefined)
{
bool hasDetailTexture = params[DETAIL]->IsTexture();
DrawAdditiveNonTextured( params, pShaderAPI, pShaderShadow, hasDetailTexture );
}
else
{
// We can't do detail in a single pass if we're also
// colormodulating and have vertex color
bool hasDetailTexture = params[DETAIL]->IsTexture();
bool isModulating = IsColorModulating() || IsAlphaModulating();
bool onePassDetail = hasDetailTexture && (!hasVertexColor || !isModulating);
DrawAdditiveTextured( params, pShaderAPI, pShaderShadow, onePassDetail );
if (hasDetailTexture && !onePassDetail)
{
FixedFunctionMultiplyByDetailPass(
BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
}
}
}
else
{
if (!isTextureDefined)
{
bool hasDetailTexture = params[DETAIL]->IsTexture();
DrawNonTextured( params, pShaderAPI, pShaderShadow, hasDetailTexture );
}
else
{
// We can't do detail in a single pass if we're also
// colormodulating and have vertex color
bool hasDetailTexture = params[DETAIL]->IsTexture();
bool isModulating = IsColorModulating() || IsAlphaModulating();
bool onePassDetail = hasDetailTexture && (!hasVertexColor || !isModulating);
DrawTextured( params, pShaderAPI, pShaderShadow, onePassDetail );
if (hasDetailTexture && !onePassDetail)
{
FixedFunctionMultiplyByDetailPass(
BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
}
}
}
}
SHADOW_STATE
{
// Disable mod2x used by detail
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );
}
// Second pass...
if (params[ENVMAP]->IsTexture() &&
(!doFirstPass || IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) )
{
if (doFirstPass || IS_FLAG_SET(MATERIAL_VAR_ADDITIVE))
{
FixedFunctionAdditiveMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE,
ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
}
else
{
FixedFunctionMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE,
ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
}
}
}
END_SHADER