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421 lines
13 KiB
421 lines
13 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_DX6 ) |
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BEGIN_SHADER( VertexLitGeneric_DX6, |
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"Help for VertexLitGeneric_DX6" ) |
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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, "", "" ) |
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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, "", "" ) |
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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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SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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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 envmap uses mode 0, it's one less pass |
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// Also, if multipass = 0, then go to mode 0 also |
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if ( ( !params[ENVMAP]->IsDefined() ) || |
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( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) ) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_ENVMAPMODE ); |
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} |
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// Vertex color requires mode 1 |
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if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) ) |
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{ |
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SET_FLAGS( MATERIAL_VAR_ENVMAPMODE ); |
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} |
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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_SOFTWARE_LIGHTING ); |
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// Get rid of the envmap if it's optional for this dx level. |
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if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() ) |
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{ |
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params[ENVMAP]->SetUndefined(); |
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} |
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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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return 0; |
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} |
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SHADER_INIT |
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{ |
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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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int GetDrawFlagsPass1(IMaterialVar** params) |
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{ |
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_COLOR; |
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if (params[BASETEXTURE]->IsTexture()) |
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flags |= SHADER_DRAW_TEXCOORD0; |
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return flags; |
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} |
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void DrawVertexLightingOnly( 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->EnableTexture( SHADER_SAMPLER0, false ); |
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SetModulationShadowState(); |
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SetDefaultBlendingShadowState( ); |
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pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) ); |
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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 MultiplyByVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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SHADOW_STATE |
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{ |
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// FIXME: How to deal with texture alpha?? |
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, false ); |
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, false ); |
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// NOTE: We're not doing lightmapping here, but we want to use the |
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// same blend mode as we used for lightmapping |
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pShaderShadow->EnableBlending( true ); |
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SingleTextureLightmapBlendMode(); |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 1 ); |
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// This here will perform color = vertex light * (cc alpha) + 1 * (1 - cc alpha) |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_CONSTANTALPHA, |
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SHADER_TEXARG_VERTEXCOLOR, SHADER_TEXARG_CONSTANTCOLOR ); |
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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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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR ); |
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FogToOOOverbright(); |
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} |
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DYNAMIC_STATE |
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{ |
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// Put the alpha in the color channel to modulate the color down.... |
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float alpha = GetAlpha(); |
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pShaderAPI->Color4f( OO_OVERBRIGHT, OO_OVERBRIGHT, OO_OVERBRIGHT, alpha ); |
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} |
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Draw(); |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableCustomPixelPipe( false ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Used by mode 1 |
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//----------------------------------------------------------------------------- |
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void DrawBaseTimesVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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// Base times vertex lighting, no vertex color |
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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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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT ); |
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// Independenly configure alpha and color |
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// Color = Color mod * Vertex Light * Tex (x2) |
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// Alpha = Constant Alpha * Tex Alpha (no tex alpha if self illum == 1) |
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// Can't have color modulation here |
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pShaderShadow->EnableConstantColor( IsColorModulating() ); |
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// Independenly configure alpha and color |
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pShaderShadow->EnableAlphaPipe( true ); |
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pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); |
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pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); |
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if (!IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) |
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, true ); |
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SetDefaultBlendingShadowState( BASETEXTURE, true ); |
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pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) ); |
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DefaultFog(); |
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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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SHADOW_STATE |
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{ |
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pShaderShadow->EnableAlphaPipe( false ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Envmap times vertex lighting, no vertex color |
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//----------------------------------------------------------------------------- |
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void DrawEnvmapTimesVertexLighting( 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 materialVarFlags = params[FLAGS]->GetIntValue(); |
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// alpha test |
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pShaderShadow->EnableAlphaTest( false ); |
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int flags = SetShadowEnvMappingState( ENVMAPMASK ) | SHADER_DRAW_COLOR; |
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bool hasEnvMapMask = params[ENVMAPMASK]->IsTexture(); |
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pShaderShadow->OverbrightValue( hasEnvMapMask ? |
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SHADER_TEXTURE_STAGE1 : SHADER_TEXTURE_STAGE0, OVERBRIGHT ); |
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// Independenly configure alpha and color |
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// Color = Env map * Vertex Light * Envmapmask (x2) |
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// Alpha = Constant Alpha * Vertex light alpha * Env Map mask Alpha |
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pShaderShadow->EnableConstantColor( IsColorModulating() ); |
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pShaderShadow->EnableAlphaPipe( true ); |
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pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); |
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pShaderShadow->EnableVertexAlpha( (materialVarFlags & MATERIAL_VAR_VERTEXALPHA) != 0 ); |
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if (hasEnvMapMask) |
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, true ); |
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SetDefaultBlendingShadowState( BASETEXTURE, true ); |
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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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SetDynamicEnvMappingState( ENVMAP, ENVMAPMASK, BASETEXTURE, |
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, |
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE ); |
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} |
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Draw(); |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableCustomPixelPipe( false ); |
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pShaderShadow->EnableAlphaPipe( false ); |
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} |
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} |
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void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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bool texDefined = params[BASETEXTURE]->IsTexture(); |
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bool envDefined = params[ENVMAP]->IsTexture(); |
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// bool maskDefined = params[ENVMAPMASK]->IsTexture(); |
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// Pass 1 : Base + env |
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// FIXME: Could make it 1 pass for base + env, if it wasn't |
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// for the envmap tint. So this is 3 passes for now.... |
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// If it's base + mask * env, gotta do that in 2 passes |
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// Gotta do funky stuff to fade out self-illuminated stuff |
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bool hasEnvMapTint = !IsWhite(ENVMAPTINT); |
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// Special case, can do in one pass |
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if (!hasEnvMapTint && !texDefined && !IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) && |
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!IsColorModulating() ) |
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{ |
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DrawEnvmapTimesVertexLighting( params, pShaderAPI, pShaderShadow ); |
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return; |
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} |
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if (texDefined) |
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{ |
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FixedFunctionBaseTimesDetailPass( |
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); |
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} |
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else |
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{ |
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FixedFunctionMaskedEnvmapPass( |
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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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// We can get here if multipass isn't set if we specify a vertex color |
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if ( IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) |
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{ |
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if ( texDefined && envDefined ) |
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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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// Pass 2 : * vertex lighting |
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MultiplyByVertexLighting( params, pShaderAPI, pShaderShadow ); |
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// FIXME: We could add it to the lightmap |
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// Draw the selfillum pass (blows away envmap at self-illum points) |
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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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void DrawMode0( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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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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DrawBaseTimesVertexLighting( params, pShaderAPI, pShaderShadow ); |
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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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DrawVertexLightingOnly( params, pShaderAPI, pShaderShadow ); |
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// Detail map |
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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() && |
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(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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SHADER_DRAW |
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{ |
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bool useMode1 = IS_FLAG_SET(MATERIAL_VAR_ENVMAPMODE); |
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if (!useMode1) |
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{ |
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// Base * Vertex Lighting + env |
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DrawMode0( params, pShaderAPI, pShaderShadow ); |
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} |
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else |
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{ |
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// ( Base + env ) * Vertex Lighting |
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DrawMode1( params, pShaderAPI, pShaderShadow ); |
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} |
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} |
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END_SHADER |
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