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413 lines
12 KiB
413 lines
12 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "shaderlib/cshader.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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DEFINE_FALLBACK_SHADER( VertexLitGeneric, VertexLitGeneric_DX7 ) |
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DEFINE_FALLBACK_SHADER( Skin_DX9, VertexLitGeneric_DX7 ) |
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BEGIN_SHADER( VertexLitGeneric_DX7, |
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"Help for VertexLitGeneric_DX7" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) |
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) |
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) |
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) |
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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// FLASHLIGHTFIXME |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); |
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING ); |
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if( !params[ENVMAPMASKSCALE]->IsDefined() ) |
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params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); |
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if( !params[ENVMAPTINT]->IsDefined() ) |
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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if( !params[SELFILLUMTINT]->IsDefined() ) |
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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if( !params[DETAILSCALE]->IsDefined() ) |
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params[DETAILSCALE]->SetFloatValue( 4.0f ); |
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// No texture means no self-illum or env mask in base alpha |
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if ( !params[BASETEXTURE]->IsDefined() ) |
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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 in decal mode, no debug override... |
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) |
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{ |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); |
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ); |
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// If mat_specular 0, then get rid of envmap |
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if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) |
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{ |
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params[ENVMAP]->SetUndefined(); |
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} |
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} |
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SHADER_FALLBACK |
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{ |
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if (g_pHardwareConfig->GetDXSupportLevel() < 70) |
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return "VertexLitGeneric_DX6"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( FLASHLIGHTTEXTURE ); |
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if (params[BASETEXTURE]->IsDefined()) |
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{ |
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LoadTexture( BASETEXTURE ); |
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) |
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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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} |
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if (params[DETAIL]->IsDefined()) |
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{ |
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LoadTexture( DETAIL ); |
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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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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); |
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if (params[ENVMAP]->IsDefined()) |
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{ |
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if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) |
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LoadCubeMap( ENVMAP ); |
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else |
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LoadTexture( ENVMAP ); |
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if( !g_pHardwareConfig->SupportsCubeMaps() ) |
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{ |
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); |
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} |
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if (params[ENVMAPMASK]->IsDefined()) |
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LoadTexture( ENVMAPMASK ); |
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} |
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} |
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void DrawBaseTimesVertexColor( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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// alpha test |
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 1 ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); |
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// Get alpha from the texture so that alpha blend and alpha test work properly. |
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bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true ); |
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if ( bTextureIsTranslucent ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); |
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} |
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else |
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{ |
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if ( IsAlphaModulating() ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE ); |
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} |
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else |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_ONE, SHADER_TEXARG_NONE ); |
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} |
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} |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0; |
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pShaderShadow->DrawFlags( flags ); |
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DefaultFog(); |
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if ( IsAlphaModulating() || IsColorModulating() ) |
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{ |
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pShaderShadow->CustomTextureStages( 2 ); |
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if ( IsColorModulating() ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); |
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} |
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else |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); |
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} |
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// Get alpha from the texture so that alpha blend and alpha test work properly. |
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if ( IsAlphaModulating() && bTextureIsTranslucent ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); |
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} |
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else |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); |
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} |
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} |
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SetDefaultBlendingShadowState( BASETEXTURE, true ); |
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} |
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DYNAMIC_STATE |
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{ |
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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SetModulationDynamicState(); |
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} |
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Draw(); |
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} |
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void DrawVertexColorNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 1 ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, |
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SHADER_TEXARG_ONE, SHADER_TEXARG_VERTEXCOLOR ); |
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int flags = SHADER_DRAW_POSITION; |
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pShaderShadow->DrawFlags( flags ); |
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DefaultFog(); |
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} |
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DYNAMIC_STATE |
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{ |
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// SetModulationDynamicState(); |
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} |
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Draw(); |
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} |
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void DrawBaseTimesBakedVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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// alpha test |
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) ); |
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// base |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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int flags = SHADER_DRAW_POSITION; |
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if (params[BASETEXTURE]->IsTexture()) |
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{ |
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flags |= SHADER_DRAW_TEXCOORD1; |
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} |
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pShaderShadow->DrawFlags( flags ); |
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DefaultFog(); |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 1 ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, |
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SHADER_TEXOP_MODULATE2X, |
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SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_TEXTURE ); |
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// Get alpha from the texture so that alpha blend and alpha test work properly. |
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bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true ); |
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if ( bTextureIsTranslucent ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); |
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} |
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else |
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{ |
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if ( IsAlphaModulating() ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE ); |
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} |
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else |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_ONE, SHADER_TEXARG_NONE ); |
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} |
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} |
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if ( IsAlphaModulating() || IsColorModulating() ) |
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{ |
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pShaderShadow->CustomTextureStages( 2 ); |
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if ( IsColorModulating()) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); |
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} |
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else |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); |
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} |
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// Get alpha from the texture so that alpha blend and alpha test work properly. |
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if ( IsAlphaModulating() && bTextureIsTranslucent ) |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); |
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} |
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else |
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{ |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); |
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} |
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} |
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SetDefaultBlendingShadowState( BASETEXTURE, true ); |
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} |
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DYNAMIC_STATE |
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{ |
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM ); |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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SetModulationDynamicState(); |
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} |
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Draw(); |
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} |
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void DrawBakedVertexLightingNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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int flags = SHADER_DRAW_POSITION; |
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pShaderShadow->DrawFlags( flags ); |
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DefaultFog(); |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 1 ); |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, |
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SHADER_TEXOP_MODULATE2X, |
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SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE ); |
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// Alpha isn't used, it doesn't matter what we set it to. |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_NONE, SHADER_TEXARG_NONE ); |
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} |
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DYNAMIC_STATE |
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{ |
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} |
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Draw(); |
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} |
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SHADER_DRAW |
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{ |
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bool bBakedLighting = IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ); |
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bool hasFlashlight = UsingFlashlight( params ); |
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if( hasFlashlight ) |
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{ |
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DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); |
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return; |
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} |
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// Pass 1 : Base * lightmap or just lightmap |
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if ( params[BASETEXTURE]->IsTexture() ) |
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{ |
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// Draw base times lighting. |
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// Lighting is either sent down per vertex from the app, or it's in the second |
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// stream as color values. |
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if( bBakedLighting ) |
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{ |
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DrawBaseTimesBakedVertexLighting( params, pShaderAPI, pShaderShadow ); |
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} |
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else |
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{ |
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DrawBaseTimesVertexColor( params, pShaderAPI, pShaderShadow ); |
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} |
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// Detail map |
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FixedFunctionMultiplyByDetailPass( |
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); |
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// Draw the selfillum pass |
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if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) ) |
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{ |
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FixedFunctionSelfIlluminationPass( |
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SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT ); |
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} |
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} |
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else |
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{ |
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if( bBakedLighting ) |
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{ |
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DrawBakedVertexLightingNoBase( params, pShaderAPI, pShaderShadow ); |
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} |
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else |
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{ |
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DrawVertexColorNoBase( params, pShaderAPI, pShaderShadow ); |
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} |
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FixedFunctionMultiplyByDetailPass( |
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); |
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} |
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// Pass 2 : Masked environment map |
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if ( params[ENVMAP]->IsTexture() && (IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) ) |
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{ |
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FixedFunctionAdditiveMaskedEnvmapPass( |
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ENVMAP, ENVMAPMASK, BASETEXTURE, |
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, |
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); |
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} |
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} |
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END_SHADER
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