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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "shaderlib/BaseShader.h"
#include "shaderlib/ShaderDLL.h"
#include "tier0/dbg.h"
#include "shaderDLL_Global.h"
#include "IShaderSystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "materialsystem/ishaderapi.h"
#include "materialsystem/materialsystem_config.h"
#include "shaderlib/cshader.h"
#include "mathlib/vmatrix.h"
#include "tier1/strtools.h"
#include "convar.h"
#include "tier0/vprof.h"
// NOTE: This must be the last include file in a .cpp file!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
const char *CBaseShader::s_pTextureGroupName = NULL; IMaterialVar **CBaseShader::s_ppParams; IShaderShadow *CBaseShader::s_pShaderShadow; IShaderDynamicAPI *CBaseShader::s_pShaderAPI; IShaderInit *CBaseShader::s_pShaderInit; int CBaseShader::s_nModulationFlags; CMeshBuilder *CBaseShader::s_pMeshBuilder; static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
bool g_shaderConfigDumpEnable = false; //true; //DO NOT CHECK IN ENABLED FIXME
//-----------------------------------------------------------------------------
// constructor
//-----------------------------------------------------------------------------
CBaseShader::CBaseShader() { GetShaderDLL()->InsertShader( this ); }
//-----------------------------------------------------------------------------
// Shader parameter info
//-----------------------------------------------------------------------------
// Look in BaseShader.h for the enumeration for these.
// Update there if you update here.
static ShaderParamInfo_t s_StandardParams[NUM_SHADER_MATERIAL_VARS] = { { "$flags", "flags", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE }, { "$flags_defined", "flags_defined", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE }, { "$flags2", "flags2", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE }, { "$flags_defined2", "flags2_defined", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE }, { "$color", "color", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 }, { "$alpha", "alpha", SHADER_PARAM_TYPE_FLOAT, "1.0", 0 }, { "$basetexture", "Base Texture with lighting built in", SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", 0 }, { "$frame", "Animation Frame", SHADER_PARAM_TYPE_INTEGER, "0", 0 }, { "$basetexturetransform", "Base Texture Texcoord Transform",SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", 0 }, { "$flashlighttexture", "flashlight spotlight shape texture", SHADER_PARAM_TYPE_TEXTURE, "effects/flashlight001", SHADER_PARAM_NOT_EDITABLE }, { "$flashlighttextureframe", "Animation Frame for $flashlight", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE }, { "$color2", "color2", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 }, { "$srgbtint", "tint value to be applied when running on new-style srgb parts", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 }, };
//-----------------------------------------------------------------------------
// Gets the standard shader parameter names
// FIXME: Turn this into one function?
//-----------------------------------------------------------------------------
int CBaseShader::GetNumParams( ) const { return NUM_SHADER_MATERIAL_VARS; }
char const* CBaseShader::GetParamName( int nParamIndex ) const { Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS ); return s_StandardParams[nParamIndex].m_pName; }
const char *CBaseShader::GetParamHelp( int nParamIndex ) const { Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS ); return s_StandardParams[nParamIndex].m_pHelp; }
ShaderParamType_t CBaseShader::GetParamType( int nParamIndex ) const { Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS ); return s_StandardParams[nParamIndex].m_Type; }
const char *CBaseShader::GetParamDefault( int nParamIndex ) const { Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS ); return s_StandardParams[nParamIndex].m_pDefaultValue; }
int CBaseShader::GetParamFlags( int nParamIndex ) const { Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS ); return s_StandardParams[nParamIndex].m_nFlags; }
//-----------------------------------------------------------------------------
// Necessary to snag ahold of some important data for the helper methods
//-----------------------------------------------------------------------------
void CBaseShader::InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName ) { // Re-entrancy check
Assert( !s_ppParams );
s_ppParams = ppParams;
OnInitShaderParams( ppParams, pMaterialName );
s_ppParams = NULL; }
void CBaseShader::InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName ) { // Re-entrancy check
Assert( !s_ppParams );
s_ppParams = ppParams; s_pShaderInit = pShaderInit; s_pTextureGroupName = pTextureGroupName;
OnInitShaderInstance( ppParams, pShaderInit, pMaterialName );
s_pTextureGroupName = NULL; s_ppParams = NULL; s_pShaderInit = NULL; }
void CBaseShader::DrawElements( IMaterialVar **ppParams, int nModulationFlags, IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr ) { VPROF("CBaseShader::DrawElements"); // Re-entrancy check
Assert( !s_ppParams );
s_ppParams = ppParams; s_pShaderAPI = pShaderAPI; s_pShaderShadow = pShaderShadow; s_nModulationFlags = nModulationFlags; s_pMeshBuilder = pShaderAPI ? pShaderAPI->GetVertexModifyBuilder() : NULL;
if ( IsSnapshotting() ) { // Set up the shadow state
SetInitialShadowState( ); }
OnDrawElements( ppParams, pShaderShadow, pShaderAPI, vertexCompression, pContextDataPtr );
s_nModulationFlags = 0; s_ppParams = NULL; s_pShaderAPI = NULL; s_pShaderShadow = NULL; s_pMeshBuilder = NULL; }
//-----------------------------------------------------------------------------
// Sets the default shadow state
//-----------------------------------------------------------------------------
void CBaseShader::SetInitialShadowState( ) { // Set the default state
s_pShaderShadow->SetDefaultState();
// Init the standard states...
int flags = s_ppParams[FLAGS]->GetIntValue(); if (flags & MATERIAL_VAR_IGNOREZ) { s_pShaderShadow->EnableDepthTest( false ); s_pShaderShadow->EnableDepthWrites( false ); }
if (flags & MATERIAL_VAR_DECAL) { s_pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); s_pShaderShadow->EnableDepthWrites( false ); }
if (flags & MATERIAL_VAR_NOCULL) { s_pShaderShadow->EnableCulling( false ); }
if (flags & MATERIAL_VAR_ZNEARER) { s_pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEARER ); }
if (flags & MATERIAL_VAR_WIREFRAME) { s_pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE ); }
// Set alpha to coverage
if (flags & MATERIAL_VAR_ALLOWALPHATOCOVERAGE) { // Force the bit on and then check against alpha blend and test states in CShaderShadowDX8::ComputeAggregateShadowState()
s_pShaderShadow->EnableAlphaToCoverage( true ); } }
//-----------------------------------------------------------------------------
// Draws a snapshot
//-----------------------------------------------------------------------------
void CBaseShader::Draw( bool bMakeActualDrawCall ) { if ( IsSnapshotting() ) { // Turn off transparency if we're asked to....
if (g_pConfig->bNoTransparency && ((s_ppParams[FLAGS]->GetIntValue() & MATERIAL_VAR_NO_DEBUG_OVERRIDE) == 0)) { s_pShaderShadow->EnableDepthWrites( true ); s_pShaderShadow->EnableBlending( false ); }
GetShaderSystem()->TakeSnapshot(); } else { GetShaderSystem()->DrawSnapshot( bMakeActualDrawCall ); } }
//-----------------------------------------------------------------------------
// Finds a particular parameter (works because the lowest parameters match the shader)
//-----------------------------------------------------------------------------
int CBaseShader::FindParamIndex( const char *pName ) const { int numParams = GetNumParams(); for( int i = 0; i < numParams; i++ ) { if( Q_strnicmp( GetParamName( i ), pName, 64 ) == 0 ) { return i; } } return -1; }
//-----------------------------------------------------------------------------
// Are we using graphics?
//-----------------------------------------------------------------------------
bool CBaseShader::IsUsingGraphics() { return GetShaderSystem()->IsUsingGraphics(); }
//-----------------------------------------------------------------------------
// Are we using graphics?
//-----------------------------------------------------------------------------
bool CBaseShader::CanUseEditorMaterials() { return GetShaderSystem()->CanUseEditorMaterials(); }
//-----------------------------------------------------------------------------
// Gets the builder...
//-----------------------------------------------------------------------------
CMeshBuilder* CBaseShader::MeshBuilder() { return s_pMeshBuilder; }
//-----------------------------------------------------------------------------
// Loads a texture
//-----------------------------------------------------------------------------
void CBaseShader::LoadTexture( int nTextureVar, int nAdditionalCreationFlags /* = 0 */ ) { if ((!s_ppParams) || (nTextureVar == -1)) return;
IMaterialVar* pNameVar = s_ppParams[nTextureVar]; if( pNameVar && pNameVar->IsDefined() ) { s_pShaderInit->LoadTexture( pNameVar, s_pTextureGroupName, nAdditionalCreationFlags ); } }
//-----------------------------------------------------------------------------
// Loads a bumpmap
//-----------------------------------------------------------------------------
void CBaseShader::LoadBumpMap( int nTextureVar ) { if ((!s_ppParams) || (nTextureVar == -1)) return;
IMaterialVar* pNameVar = s_ppParams[nTextureVar]; if( pNameVar && pNameVar->IsDefined() ) { s_pShaderInit->LoadBumpMap( pNameVar, s_pTextureGroupName ); } }
//-----------------------------------------------------------------------------
// Loads a cubemap
//-----------------------------------------------------------------------------
void CBaseShader::LoadCubeMap( int nTextureVar, int nAdditionalCreationFlags /* = 0 */ ) { if ((!s_ppParams) || (nTextureVar == -1)) return;
IMaterialVar* pNameVar = s_ppParams[nTextureVar]; if( pNameVar && pNameVar->IsDefined() ) { s_pShaderInit->LoadCubeMap( s_ppParams, pNameVar, nAdditionalCreationFlags ); } }
ShaderAPITextureHandle_t CBaseShader::GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel ) { // Assert( !IsSnapshotting() );
Assert( nTextureVar != -1 ); Assert ( s_ppParams );
IMaterialVar* pTextureVar = s_ppParams[nTextureVar]; IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL; int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0; return GetShaderSystem()->GetShaderAPITextureBindHandle( pTextureVar->GetTextureValue(), nFrame, nTextureChannel ); }
//-----------------------------------------------------------------------------
// Four different flavors of BindTexture(), handling the two-sampler
// case as well as ITexture* versus textureVar forms
//-----------------------------------------------------------------------------
void CBaseShader::BindTexture( Sampler_t sampler1, int nTextureVar, int nFrameVar /* = -1 */ ) { BindTexture( sampler1, (Sampler_t) -1, nTextureVar, nFrameVar ); }
void CBaseShader::BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar /* = -1 */ ) { Assert( !IsSnapshotting() ); Assert( nTextureVar != -1 ); Assert ( s_ppParams );
IMaterialVar* pTextureVar = s_ppParams[nTextureVar]; IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL; if (pTextureVar) { int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0;
if ( sampler2 == Sampler_t(-1) ) { GetShaderSystem()->BindTexture( sampler1, pTextureVar->GetTextureValue(), nFrame ); } else { GetShaderSystem()->BindTexture( sampler1, sampler2, pTextureVar->GetTextureValue(), nFrame ); } } }
void CBaseShader::BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame /* = 0 */ ) { BindTexture( sampler1, (Sampler_t) -1, pTexture, nFrame ); }
void CBaseShader::BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame /* = 0 */ ) { Assert( !IsSnapshotting() );
if ( sampler2 == Sampler_t(-1 ) ) { GetShaderSystem()->BindTexture( sampler1, pTexture, nFrame ); } else { GetShaderSystem()->BindTexture( sampler1, sampler2, pTexture, nFrame ); } }
void CBaseShader::GetTextureDimensions( float* pOutWidth, float* pOutHeight, int nTextureVar ) { Assert( pOutWidth && pOutHeight ); // Outputs must be provided.
Assert( nTextureVar != -1 );
IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
if (pTextureVar && pTextureVar->GetTextureValue()) { *pOutWidth = (float) (pTextureVar->GetTextureValue()->GetActualWidth()); *pOutHeight = (float) (pTextureVar->GetTextureValue()->GetActualHeight()); } }
//-----------------------------------------------------------------------------
// Does the texture store translucency in its alpha channel?
//-----------------------------------------------------------------------------
bool CBaseShader::TextureIsTranslucent( int textureVar, bool isBaseTexture ) { if (textureVar < 0) return false;
IMaterialVar** params = s_ppParams; if (params[textureVar]->GetType() == MATERIAL_VAR_TYPE_TEXTURE) { if (!isBaseTexture) { return params[textureVar]->GetTextureValue()->IsTranslucent(); } else { // Override translucency settings if this flag is set.
if (IS_FLAG_SET(MATERIAL_VAR_OPAQUETEXTURE)) return false;
if ( (CurrentMaterialVarFlags() & (MATERIAL_VAR_SELFILLUM | MATERIAL_VAR_BASEALPHAENVMAPMASK)) == 0) { if ((CurrentMaterialVarFlags() & MATERIAL_VAR_TRANSLUCENT) || (CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST)) { return params[textureVar]->GetTextureValue()->IsTranslucent(); } } } }
return false; }
//-----------------------------------------------------------------------------
//
// Helper methods for color modulation
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Are we alpha or color modulating?
//-----------------------------------------------------------------------------
bool CBaseShader::IsAlphaModulating() { return (s_nModulationFlags & SHADER_USING_ALPHA_MODULATION) != 0; }
bool CBaseShader::IsColorModulating() { return (s_nModulationFlags & SHADER_USING_COLOR_MODULATION) != 0; }
void CBaseShader::GetColorParameter( IMaterialVar **params, float *pColorOut ) const { float flColor2[3]; params[COLOR]->GetVecValue( pColorOut, 3 ); params[COLOR2]->GetVecValue( flColor2, 3 );
pColorOut[0] *= flColor2[0]; pColorOut[1] *= flColor2[1]; pColorOut[2] *= flColor2[2];
if ( g_pHardwareConfig->UsesSRGBCorrectBlending() ) { float flSRGBTint[3]; params[SRGBTINT]->GetVecValue( flSRGBTint, 3 ); pColorOut[0] *= flSRGBTint[0]; pColorOut[1] *= flSRGBTint[1]; pColorOut[2] *= flSRGBTint[2]; }
}
//-----------------------------------------------------------------------------
// FIXME: Figure out a better way to do this?
//-----------------------------------------------------------------------------
int CBaseShader::ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI ) { s_pShaderAPI = pShaderAPI;
int mod = 0; if ( GetAlpha(params) < 1.0f ) { mod |= SHADER_USING_ALPHA_MODULATION; }
float color[3]; GetColorParameter( params, color );
if ((color[0] != 1.0) || (color[1] != 1.0) || (color[2] != 1.0)) { mod |= SHADER_USING_COLOR_MODULATION; }
if( UsingFlashlight(params) ) { mod |= SHADER_USING_FLASHLIGHT; } if ( UsingEditor(params) ) { mod |= SHADER_USING_EDITOR; }
if( IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ) ) { AssertOnce( IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) ); if( IS_FLAG2_SET( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) ) { mod |= SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING; } }
s_pShaderAPI = NULL;
return mod; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CBaseShader::NeedsPowerOfTwoFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const { return CShader_IsFlag2Set( params, MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CBaseShader::NeedsFullFrameBufferTexture( IMaterialVar **params, bool bCheckSpecificToThisFrame ) const { return CShader_IsFlag2Set( params, MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CBaseShader::IsTranslucent( IMaterialVar **params ) const { return IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ); }
//-----------------------------------------------------------------------------
// Returns the translucency...
//-----------------------------------------------------------------------------
float CBaseShader::GetAlpha( IMaterialVar** ppParams ) { if ( !ppParams ) { ppParams = s_ppParams; }
if (!ppParams) return 1.0f;
if ( ppParams[FLAGS]->GetIntValue() & MATERIAL_VAR_NOALPHAMOD ) return 1.0f;
float flAlpha = ppParams[ALPHA]->GetFloatValue(); return clamp( flAlpha, 0.0f, 1.0f ); }
//-----------------------------------------------------------------------------
// Sets the color + transparency
//-----------------------------------------------------------------------------
void CBaseShader::SetColorState( int colorVar, bool setAlpha ) { Assert( !IsSnapshotting() ); if ( !s_ppParams ) return;
// Use tint instead of color if it was specified...
IMaterialVar* pColorVar = (colorVar != -1) ? s_ppParams[colorVar] : 0;
float color[4] = { 1.0, 1.0, 1.0, 1.0 }; if (pColorVar) { if (pColorVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) { pColorVar->GetVecValue( color, 3 ); } else { color[0] = color[1] = color[2] = pColorVar->GetFloatValue(); } if ( !g_pHardwareConfig->SupportsPixelShaders_1_4() ) // Clamp 0..1 for ps_1_1 and below
{ color[0] = clamp( color[0], 0.0f, 1.0f ); color[1] = clamp( color[1], 0.0f, 1.0f ); color[2] = clamp( color[2], 0.0f, 1.0f ); } else if ( !g_pHardwareConfig->SupportsPixelShaders_2_0() ) // Clamp 0..8 for ps_1_4
{ color[0] = clamp( color[0], 0.0f, 8.0f ); color[1] = clamp( color[1], 0.0f, 8.0f ); color[2] = clamp( color[2], 0.0f, 8.0f ); } } ApplyColor2Factor( color ); color[3] = setAlpha ? GetAlpha() : 1.0f; s_pShaderAPI->Color4fv( color ); }
void CBaseShader::SetModulationShadowState( int tintVar ) { // Have have no control over the tint var...
bool doModulation = (tintVar != -1);
// We activate color modulating when we're alpha or color modulating
doModulation = doModulation || IsAlphaModulating() || IsColorModulating();
s_pShaderShadow->EnableConstantColor( doModulation ); }
void CBaseShader::SetModulationDynamicState( int tintVar ) { if (tintVar != -1) { SetColorState( tintVar, true ); } else { SetColorState( COLOR, true ); } }
void CBaseShader::ApplyColor2Factor( float *pColorOut ) const // (*pColorOut) *= COLOR2
{ IMaterialVar* pColor2Var = s_ppParams[COLOR2]; if (pColor2Var->GetType() == MATERIAL_VAR_TYPE_VECTOR) { float flColor2[3]; pColor2Var->GetVecValue( flColor2, 3 ); pColorOut[0] *= flColor2[0]; pColorOut[1] *= flColor2[1]; pColorOut[2] *= flColor2[2]; } if ( g_pHardwareConfig->UsesSRGBCorrectBlending() ) { IMaterialVar* pSRGBVar = s_ppParams[SRGBTINT]; if (pSRGBVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) { float flSRGB[3]; pSRGBVar->GetVecValue( flSRGB, 3 ); pColorOut[0] *= flSRGB[0]; pColorOut[1] *= flSRGB[1]; pColorOut[2] *= flSRGB[2]; } } }
void CBaseShader::ComputeModulationColor( float* color ) { Assert( !IsSnapshotting() ); if (!s_ppParams) return;
IMaterialVar* pColorVar = s_ppParams[COLOR]; if (pColorVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) { pColorVar->GetVecValue( color, 3 ); } else { color[0] = color[1] = color[2] = pColorVar->GetFloatValue(); }
ApplyColor2Factor( color );
if( !g_pConfig->bShowDiffuse ) { color[0] = color[1] = color[2] = 0.0f; } if( mat_fullbright.GetInt() == 2 ) { color[0] = color[1] = color[2] = 1.0f; } color[3] = GetAlpha(); }
//-----------------------------------------------------------------------------
//
// Helper methods for alpha blending....
//
//-----------------------------------------------------------------------------
void CBaseShader::EnableAlphaBlending( ShaderBlendFactor_t src, ShaderBlendFactor_t dst ) { Assert( IsSnapshotting() ); s_pShaderShadow->EnableBlending( true ); s_pShaderShadow->BlendFunc( src, dst ); s_pShaderShadow->EnableDepthWrites(false); }
void CBaseShader::DisableAlphaBlending() { Assert( IsSnapshotting() ); s_pShaderShadow->EnableBlending( false ); }
void CBaseShader::SetNormalBlendingShadowState( int textureVar, bool isBaseTexture ) { Assert( IsSnapshotting() );
// Either we've got a constant modulation
bool isTranslucent = IsAlphaModulating();
// Or we've got a vertex alpha
isTranslucent = isTranslucent || (CurrentMaterialVarFlags() & MATERIAL_VAR_VERTEXALPHA);
// Or we've got a texture alpha
isTranslucent = isTranslucent || ( TextureIsTranslucent( textureVar, isBaseTexture ) && !(CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST ) );
if (isTranslucent) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } else { DisableAlphaBlending(); } }
//ConVar mat_debug_flashlight_only( "mat_debug_flashlight_only", "0" );
void CBaseShader::SetAdditiveBlendingShadowState( int textureVar, bool isBaseTexture ) { Assert( IsSnapshotting() );
// Either we've got a constant modulation
bool isTranslucent = IsAlphaModulating();
// Or we've got a vertex alpha
isTranslucent = isTranslucent || (CurrentMaterialVarFlags() & MATERIAL_VAR_VERTEXALPHA);
// Or we've got a texture alpha
isTranslucent = isTranslucent || ( TextureIsTranslucent( textureVar, isBaseTexture ) && !(CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST ) );
/*
if ( mat_debug_flashlight_only.GetBool() ) { if (isTranslucent) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA); //s_pShaderShadow->EnableAlphaTest( true );
//s_pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.99f );
} else { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ZERO); } } else */ { if (isTranslucent) { EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); } else { EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); } } }
void CBaseShader::SetDefaultBlendingShadowState( int textureVar, bool isBaseTexture ) { if ( CurrentMaterialVarFlags() & MATERIAL_VAR_ADDITIVE ) { SetAdditiveBlendingShadowState( textureVar, isBaseTexture ); } else { SetNormalBlendingShadowState( textureVar, isBaseTexture ); } }
void CBaseShader::SetBlendingShadowState( BlendType_t nMode ) { switch ( nMode ) { case BT_NONE: DisableAlphaBlending(); break;
case BT_BLEND: EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); break;
case BT_ADD: EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); break;
case BT_BLENDADD: EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); break; } }
//-----------------------------------------------------------------------------
// Sets lightmap blending mode for single texturing
//-----------------------------------------------------------------------------
void CBaseShader::SingleTextureLightmapBlendMode( ) { Assert( IsSnapshotting() );
s_pShaderShadow->EnableBlending( true ); s_pShaderShadow->BlendFunc( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR ); }
//-----------------------------------------------------------------------------
// Loads the identity transform into a matrix
//-----------------------------------------------------------------------------
void CBaseShader::LoadIdentity( MaterialMatrixMode_t matrixMode ) { Assert( !IsSnapshotting() );
s_pShaderAPI->MatrixMode( matrixMode ); s_pShaderAPI->LoadIdentity( ); }
//-----------------------------------------------------------------------------
// Loads the camera to world transform into a matrix
//-----------------------------------------------------------------------------
void CBaseShader::LoadCameraToWorldTransform( MaterialMatrixMode_t matrixMode ) { s_pShaderAPI->MatrixMode( matrixMode ); s_pShaderAPI->LoadCameraToWorld(); }
void CBaseShader::LoadCameraSpaceSphereMapTransform( MaterialMatrixMode_t matrixMode ) { static float mat[4][4] = { { 0.5f, 0.0f, 0.0f, 0.0f }, { 0.0f, -0.5f, 0.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 0.0f }, { 0.5f, -0.5f, 0.0f, 1.0f }, };
s_pShaderAPI->MatrixMode( matrixMode ); s_pShaderAPI->LoadMatrix( (float*)mat ); }
//-----------------------------------------------------------------------------
//
// Sets a texture translation transform
//
//-----------------------------------------------------------------------------
void CBaseShader::SetFixedFunctionTextureTranslation( MaterialMatrixMode_t textureTransform, int translationVar ) { Assert( !IsSnapshotting() );
// handle scrolling of base texture
Vector2D vDelta( 0, 0 );
if (translationVar != -1) { s_ppParams[translationVar]->GetVecValue( vDelta.Base(), 2 ); }
if( vDelta[0] != 0.0f || vDelta[1] != 0.0f ) { s_pShaderAPI->MatrixMode( textureTransform );
// only do the upper 3x3 since this is a 2D matrix
float mat[16]; mat[0] = 1.0f; mat[1] = 0.0f; mat[2] = 0.0f; mat[4] = 0.0f; mat[5] = 1.0f; mat[6] = 0.0f; mat[8] = vDelta[0]; mat[9] = vDelta[1]; mat[10] = 1.0f;
// Better set the stuff we don't set with some sort of value!
mat[3] = mat[7] = mat[11] = 0; mat[12] = mat[13] = mat[14] = 0; mat[15] = 1;
s_pShaderAPI->LoadMatrix( mat ); } else { LoadIdentity( textureTransform ); } }
void CBaseShader::SetFixedFunctionTextureScale( MaterialMatrixMode_t textureTransform, int scaleVar ) { Assert( !IsSnapshotting() );
// handle scrolling of base texture
Vector2D vScale; s_ppParams[scaleVar]->GetVecValue( vScale.Base(), 2 ); if( vScale[0] != 0.0f || vScale[1] != 0.0f ) { s_pShaderAPI->MatrixMode( textureTransform );
// only do the upper 3x3 since this is a 2D matrix
float mat[16]; mat[0] = vScale[0]; mat[1] = 0.0f; mat[2] = 0.0f; mat[4] = 0.0f; mat[5] = vScale[1]; mat[6] = 0.0f; mat[8] = 0.0f; mat[9] = 0.0f; mat[10] = 1.0f;
// Better set the stuff we don't set with some sort of value!
mat[3] = mat[7] = mat[11] = 0; mat[12] = mat[13] = mat[14] = 0; mat[15] = 1;
s_pShaderAPI->LoadMatrix( mat ); } else { LoadIdentity( textureTransform ); } }
void CBaseShader::SetFixedFunctionTextureTransform( MaterialMatrixMode_t textureTransform, int transformVar ) { Assert( !IsSnapshotting() );
IMaterialVar* pTransformationVar = s_ppParams[transformVar]; if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { s_pShaderAPI->MatrixMode( textureTransform );
const VMatrix &transformation = pTransformationVar->GetMatrixValue();
// only do the upper 3x3 since this is a 2D matrix
float mat[16]; mat[0] = transformation[0][0]; mat[1] = transformation[1][0]; mat[2] = transformation[3][0]; mat[4] = transformation[0][1]; mat[5] = transformation[1][1]; mat[6] = transformation[3][1]; mat[8] = transformation[0][3]; mat[9] = transformation[1][3]; mat[10] = transformation[3][3];
// Better set the stuff we don't set with some sort of value!
mat[3] = mat[7] = mat[11] = 0; mat[12] = mat[13] = mat[14] = 0; mat[15] = 1;
s_pShaderAPI->LoadMatrix( mat ); } else { LoadIdentity( textureTransform ); } }
void CBaseShader::SetFixedFunctionTextureScaledTransform( MaterialMatrixMode_t textureTransform, int transformVar, int scaleVar ) { Assert( !IsSnapshotting() );
float mat[16]; IMaterialVar* pTransformationVar = s_ppParams[transformVar]; if (pTransformationVar && (pTransformationVar->GetType() == MATERIAL_VAR_TYPE_MATRIX)) { Vector2D scale( 1, 1 ); IMaterialVar* pScaleVar = s_ppParams[scaleVar]; if (pScaleVar) { if (pScaleVar->GetType() == MATERIAL_VAR_TYPE_VECTOR) pScaleVar->GetVecValue( scale.Base(), 2 ); else if (pScaleVar->IsDefined()) scale[0] = scale[1] = pScaleVar->GetFloatValue(); }
s_pShaderAPI->MatrixMode( textureTransform );
const VMatrix &transformation = pTransformationVar->GetMatrixValue();
// only do the upper 3x3 since this is a 2D matrix
mat[0] = transformation[0][0] * scale[0]; mat[1] = transformation[1][0] * scale[0]; mat[2] = transformation[3][0] * scale[0]; mat[4] = transformation[0][1] * scale[1]; mat[5] = transformation[1][1] * scale[1]; mat[6] = transformation[3][1] * scale[1]; mat[8] = transformation[0][3]; mat[9] = transformation[1][3]; mat[10] = transformation[3][3];
// Better set the stuff we don't set with some sort of value!
mat[3] = mat[7] = mat[11] = 0; mat[12] = mat[13] = mat[14] = 0; mat[15] = 1;
s_pShaderAPI->LoadMatrix( mat ); } else { SetFixedFunctionTextureScale( textureTransform, scaleVar ); } }
//-----------------------------------------------------------------------------
//
// Helper methods for fog
//
//-----------------------------------------------------------------------------
void CBaseShader::FogToOOOverbright( void ) { Assert( IsSnapshotting() ); if (( CurrentMaterialVarFlags() & MATERIAL_VAR_NOFOG ) == 0) { s_pShaderShadow->FogMode( SHADER_FOGMODE_OO_OVERBRIGHT ); } else { s_pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); } }
void CBaseShader::FogToWhite( void ) { Assert( IsSnapshotting() ); if (( CurrentMaterialVarFlags() & MATERIAL_VAR_NOFOG ) == 0) { s_pShaderShadow->FogMode( SHADER_FOGMODE_WHITE ); } else { s_pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); } } void CBaseShader::FogToBlack( void ) { Assert( IsSnapshotting() ); if (( CurrentMaterialVarFlags() & MATERIAL_VAR_NOFOG ) == 0) { s_pShaderShadow->FogMode( SHADER_FOGMODE_BLACK ); } else { s_pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); } }
void CBaseShader::FogToGrey( void ) { Assert( IsSnapshotting() ); if (( CurrentMaterialVarFlags() & MATERIAL_VAR_NOFOG ) == 0) { s_pShaderShadow->FogMode( SHADER_FOGMODE_GREY ); } else { s_pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); } }
void CBaseShader::FogToFogColor( void ) { Assert( IsSnapshotting() ); if (( CurrentMaterialVarFlags() & MATERIAL_VAR_NOFOG ) == 0) { s_pShaderShadow->FogMode( SHADER_FOGMODE_FOGCOLOR ); } else { s_pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); } }
void CBaseShader::DisableFog( void ) { Assert( IsSnapshotting() ); s_pShaderShadow->FogMode( SHADER_FOGMODE_DISABLED ); }
void CBaseShader::DefaultFog( void ) { if ( CurrentMaterialVarFlags() & MATERIAL_VAR_ADDITIVE ) { FogToBlack(); } else { FogToFogColor(); } }
//-----------------------------------------------------------------------------
// Fixed function multiply by detail texture pass
//-----------------------------------------------------------------------------
void CBaseShader::FixedFunctionMultiplyByDetailPass( int baseTextureVar, int frameVar, int textureTransformVar, int detailVar, int detailScaleVar ) { IMaterialVar** params = s_ppParams;
if (!params[detailVar]->IsDefined()) return;
if (IsSnapshotting()) { SetInitialShadowState();
s_pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
bool translucentTexture = TextureIsTranslucent( baseTextureVar, true ) || IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, false ); s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, false );
// Mod 2x blend here
EnableAlphaBlending( SHADER_BLEND_DST_COLOR, SHADER_BLEND_SRC_COLOR );
s_pShaderShadow->EnableCustomPixelPipe( true ); s_pShaderShadow->CustomTextureStages( 2 );
// We need to blend towards grey based on alpha...
// We can never get the perfect alpha (vertex alpha * cc alpha * texture alpha)
// so we'll just choose to use cc alpha * texture alpha
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1;
// Compute alpha, stage 0 is used, stage 1 isn't.
if ( translucentTexture ) { s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR ); flags |= SHADER_DRAW_TEXCOORD0; } else { bool hasVertexAlpha = (CurrentMaterialVarFlags() & MATERIAL_VAR_VERTEXALPHA) != 0; if (hasVertexAlpha) { flags |= SHADER_DRAW_COLOR; }
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, hasVertexAlpha ? SHADER_TEXOP_MODULATE : SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_VERTEXCOLOR ); }
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
// This here will perform color = vertex light * alpha + 0.5f * (1 - alpha)
// Stage 0 really doesn't do anything
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
s_pShaderShadow->DrawFlags( flags ); FogToGrey(); Draw( );
s_pShaderShadow->EnableCustomPixelPipe( false ); DisableAlphaBlending(); } else { if (TextureIsTranslucent( baseTextureVar, true ) ) { SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, textureTransformVar ); BindTexture( SHADER_SAMPLER0, baseTextureVar, frameVar ); } else { // Unnecessary... but we get strange colors if we don't put something on stage 0
BindTexture( SHADER_SAMPLER0, detailVar, frameVar ); }
BindTexture( SHADER_SAMPLER1, detailVar, frameVar ); SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE1, textureTransformVar, detailScaleVar ); float alpha = GetAlpha(); s_pShaderAPI->Color4ub( 128, 128, 128, 255 * alpha );
Draw( ); } }
//-----------------------------------------------------------------------------
// Multiply by lightmap pass
//-----------------------------------------------------------------------------
void CBaseShader::FixedFunctionMultiplyByLightmapPass( int baseTextureVar, int frameVar, int baseTextureTransformVar, float alphaOverride ) { if (IsSnapshotting()) { SetInitialShadowState();
s_pShaderShadow->EnableAlphaTest( false );
s_pShaderShadow->EnableBlending( true ); SingleTextureLightmapBlendMode(); s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, false ); s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, false );
s_pShaderShadow->EnableCustomPixelPipe( true ); s_pShaderShadow->CustomTextureStages( 2 );
// Stage zero color is not used, this op doesn't matter
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_CONSTANTCOLOR );
// This here will perform color = lightmap * (cc alpha) + 1 * (1- cc alpha)
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD1;
// Multiply the constant alpha by the texture alpha for total alpha
if (TextureIsTranslucent(baseTextureVar, true)) { s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
flags |= SHADER_DRAW_TEXCOORD0; } else { s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, false ); s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG2, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR ); }
// Alpha isn't used, it doesn't matter what we set it to.
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); s_pShaderShadow->DrawFlags( flags );
FogToOOOverbright(); Draw();
s_pShaderShadow->EnableCustomPixelPipe( false ); } else { s_pShaderAPI->SetDefaultState();
// Put the alpha in the color channel to modulate the color down....
float alpha = (alphaOverride < 0) ? GetAlpha() : alphaOverride;
// NOTE: 128 is a more exact OO_OVERBRIGHT; it prevents some artifacts
// s_pShaderAPI->Color4f( OO_OVERBRIGHT, OO_OVERBRIGHT, OO_OVERBRIGHT, alpha );
s_pShaderAPI->Color4ub( 128, 128, 128, (int)(alpha * 255));
if (TextureIsTranslucent(baseTextureVar, true)) { SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, baseTextureTransformVar ); BindTexture( SHADER_SAMPLER0, baseTextureVar, frameVar ); }
LoadIdentity( MATERIAL_TEXTURE1 ); s_pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
Draw(); } }
//-----------------------------------------------------------------------------
// Fixed function Self illumination pass
//-----------------------------------------------------------------------------
void CBaseShader::FixedFunctionSelfIlluminationPass( Sampler_t sampler, int baseTextureVar, int frameVar, int baseTextureTransformVar, int selfIllumTintVar ) { // IMaterialVar** params = s_ppParams;
if ( IsSnapshotting() ) { SetInitialShadowState();
// A little setup for self illum here...
SetModulationShadowState( selfIllumTintVar );
s_pShaderShadow->EnableTexture( sampler, true );
// No overbrighting
s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, 1.0f ); s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );
// Don't bother with z writes here...
s_pShaderShadow->EnableDepthWrites( false );
// We're always blending
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
int flags = SHADER_DRAW_POSITION; if ( sampler == SHADER_SAMPLER0 ) flags |= SHADER_DRAW_TEXCOORD0; else flags |= SHADER_DRAW_TEXCOORD1;
s_pShaderShadow->DrawFlags( flags ); FogToFogColor(); } else { s_pShaderAPI->SetDefaultState();
SetFixedFunctionTextureTransform( (sampler == SHADER_SAMPLER0) ? MATERIAL_TEXTURE0 : MATERIAL_TEXTURE1, baseTextureTransformVar ); BindTexture( sampler, baseTextureVar, frameVar );
// NOTE: Texture + texture offset are set from BaseTimesLightmap
SetModulationDynamicState( selfIllumTintVar ); } Draw(); }
//-----------------------------------------------------------------------------
// Fixed function Base * detail pass
//-----------------------------------------------------------------------------
void CBaseShader::FixedFunctionBaseTimesDetailPass( int baseTextureVar, int frameVar, int baseTextureTransformVar, int detailVar, int detailScaleVar ) { IMaterialVar** params = s_ppParams;
// We can't do this one one pass if CC and VC are both active...
bool hasDetail = (detailVar != -1) && params[detailVar]->IsDefined(); bool detailInSecondPass = hasDetail && IsColorModulating() && (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) || IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA));
if (IsSnapshotting()) { s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, false ); s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, false );
// alpha test
s_pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// Alpha blending
SetDefaultBlendingShadowState( baseTextureVar, true );
// independently configure alpha and color
s_pShaderShadow->EnableAlphaPipe( true );
// Here's the color states (NOTE: SHADER_DRAW_COLOR == use Vertex Color)
s_pShaderShadow->EnableConstantColor( IsColorModulating() ); s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0;
// Detail texture..
if (hasDetail && (!detailInSecondPass)) { s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Force mod2x
s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 2.0f );
flags |= SHADER_DRAW_TEXCOORD1; }
// Here's the alpha states
s_pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); s_pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); s_pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(baseTextureVar, true) );
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) flags |= SHADER_DRAW_COLOR; s_pShaderShadow->DrawFlags( flags );
DefaultFog();
Draw();
s_pShaderShadow->EnableAlphaPipe( false ); } else { SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, baseTextureTransformVar ); BindTexture( SHADER_SAMPLER0, baseTextureVar, frameVar );
// Detail texture..
if (hasDetail && (!detailInSecondPass)) { BindTexture( SHADER_SAMPLER1, detailVar, frameVar ); SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE1, baseTextureTransformVar, detailScaleVar ); }
SetModulationDynamicState();
Draw(); }
if (detailInSecondPass) { FixedFunctionMultiplyByDetailPass( baseTextureVar, frameVar, baseTextureTransformVar, detailVar, detailScaleVar ); } }
//-----------------------------------------------------------------------------
// Helpers for environment mapping...
//-----------------------------------------------------------------------------
int CBaseShader::SetShadowEnvMappingState( int envMapMaskVar, int tintVar ) { Assert( IsSnapshotting() ); IMaterialVar** params = s_ppParams;
int varFlags = params[FLAGS]->GetIntValue();
s_pShaderShadow->EnableAlphaTest( false );
// envmap on stage 0
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true ); if ( (varFlags & MATERIAL_VAR_ENVMAPSPHERE) == 0 ) s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR ); else s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_SPHERE_MAP );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL;
// mask on stage 1
if (params[envMapMaskVar]->IsDefined() || (varFlags & MATERIAL_VAR_BASEALPHAENVMAPMASK)) { s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); flags |= SHADER_DRAW_TEXCOORD1; } else { s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, false ); }
if (varFlags & MATERIAL_VAR_BASEALPHAENVMAPMASK) { s_pShaderShadow->EnableCustomPixelPipe( true ); s_pShaderShadow->CustomTextureStages( 2 );
// Color = base texture * envmaptint * (1 - mask alpha)
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR ); s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_INVTEXTUREALPHA );
// Use alpha modulation * vertex alpha * env map alpha
s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_VERTEXCOLOR, SHADER_TEXARG_TEXTURE ); s_pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); } else { s_pShaderShadow->EnableAlphaPipe( true );
// Color = base texture * envmaptint * mask
s_pShaderShadow->EnableConstantColor( tintVar >= 0 );
// Alpha = vertex alpha * constant alpha * env map alpha * mask alpha (only if it's not a base alpha mask)
s_pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); s_pShaderShadow->EnableVertexAlpha( (varFlags & MATERIAL_VAR_VERTEXALPHA) != 0 ); s_pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, true ); s_pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, params[envMapMaskVar]->IsTexture() ); }
return flags; }
void CBaseShader::SetDynamicEnvMappingState( int envMapVar, int envMapMaskVar, int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar, int frameVar, int maskOffsetVar, int maskScaleVar, int tintVar ) { Assert( !IsSnapshotting() );
IMaterialVar** params = s_ppParams; int varFlags = params[FLAGS]->GetIntValue();
if( (varFlags & MATERIAL_VAR_ENVMAPSPHERE) == 0 ) { if ( (varFlags & MATERIAL_VAR_ENVMAPCAMERASPACE) == 0 ) { LoadCameraToWorldTransform( MATERIAL_TEXTURE0 ); } else { LoadIdentity( MATERIAL_TEXTURE0 ); } } else { LoadCameraSpaceSphereMapTransform( MATERIAL_TEXTURE0 ); }
BindTexture( SHADER_SAMPLER0, envMapVar, envMapFrameVar );
if (params[envMapMaskVar]->IsTexture()) { SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE1, maskOffsetVar, maskScaleVar ); BindTexture( SHADER_SAMPLER1, envMapMaskVar, envMapMaskFrameVar ); } else if (varFlags & MATERIAL_VAR_BASEALPHAENVMAPMASK) { SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE1, maskOffsetVar, maskScaleVar ); BindTexture( SHADER_SAMPLER1, baseTextureVar, frameVar ); }
SetModulationDynamicState( tintVar ); }
//-----------------------------------------------------------------------------
// Masked environment map
//-----------------------------------------------------------------------------
void CBaseShader::FixedFunctionMaskedEnvmapPass( int envMapVar, int envMapMaskVar, int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar, int frameVar, int maskOffsetVar, int maskScaleVar, int envMapTintVar ) { // IMaterialVar** params = ShaderState().m_ppParams;
if (IsSnapshotting()) { // Alpha blending
SetDefaultBlendingShadowState( envMapMaskVar, false );
// Disable overbright
s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, 1.0f ); s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );
int flags = SetShadowEnvMappingState( envMapMaskVar, envMapTintVar ); s_pShaderShadow->DrawFlags( flags );
DefaultFog(); Draw();
s_pShaderShadow->EnableCustomPixelPipe( false ); s_pShaderShadow->EnableAlphaPipe( false ); } else { SetDynamicEnvMappingState( envMapVar, envMapMaskVar, baseTextureVar, envMapFrameVar, envMapMaskFrameVar, frameVar, maskOffsetVar, maskScaleVar, envMapTintVar );
Draw(); } }
//-----------------------------------------------------------------------------
// Add masked environment map
//-----------------------------------------------------------------------------
void CBaseShader::FixedFunctionAdditiveMaskedEnvmapPass( int envMapVar, int envMapMaskVar, int baseTextureVar, int envMapFrameVar, int envMapMaskFrameVar, int frameVar, int maskOffsetVar, int maskScaleVar, int envMapTintVar ) { // IMaterialVar** params = ShaderState().m_ppParams;
if (IsSnapshotting()) { SetInitialShadowState();
// Alpha blending
SetAdditiveBlendingShadowState( envMapMaskVar, false );
// Disable overbright
s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, 1.0f ); s_pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f );
// Don't bother with z writes here...
s_pShaderShadow->EnableDepthWrites( false );
int flags = SetShadowEnvMappingState( envMapMaskVar, envMapTintVar ); s_pShaderShadow->DrawFlags( flags );
FogToBlack(); Draw();
s_pShaderShadow->EnableCustomPixelPipe( false ); s_pShaderShadow->EnableAlphaPipe( false ); } else { SetDynamicEnvMappingState( envMapVar, envMapMaskVar, baseTextureVar, envMapFrameVar, envMapMaskFrameVar, frameVar, maskOffsetVar, maskScaleVar, envMapTintVar );
Draw(); } }
void CBaseShader::CleanupDynamicStateFixedFunction( ) { Assert( !IsSnapshotting() ); LoadIdentity( MATERIAL_TEXTURE0 ); }
bool CBaseShader::UsingFlashlight( IMaterialVar **params ) const { if( IsSnapshotting() ) { return CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT ); } else { return s_pShaderAPI->InFlashlightMode(); } }
bool CBaseShader::UsingEditor( IMaterialVar **params ) const { if( IsSnapshotting() ) { return CShader_IsFlag2Set( params, MATERIAL_VAR2_USE_EDITOR ); } else { return s_pShaderAPI->InEditorMode(); } }
void CBaseShader::DrawFlashlight_dx70( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, int flashlightTextureVar, int flashlightTextureFrameVar, bool suppress_lighting ) { SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( false );
// Alpha test
// pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) );
bool bIsAlphaTested = IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) != 0; if( bIsAlphaTested ) { // disable alpha test and use the zfunc zequals since alpha isn't guaranteed to
// be the same on both the regular pass and the flashlight pass.
s_pShaderShadow->EnableAlphaTest( false ); s_pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_EQUAL ); }
// Alpha blend
SetAdditiveBlendingShadowState( BASETEXTURE, true ); int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_COLOR | SHADER_DRAW_NORMAL; pShaderShadow->DrawFlags( flags ); FogToBlack();
if ( !suppress_lighting ) pShaderShadow->EnableLighting( true );
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 );
// color stage 0
// projected texture * vertex color (lighting)
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
// color stage 1
// * base texture
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
// alpha stage 0
// get alpha from constant alpha
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
// alpha stage 1
// get alpha from $basetexture
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Shove the view position into texcoord 0 before the texture matrix.
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR ); pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true ); } DYNAMIC_STATE { SetFlashlightFixedFunctionTextureTransform( MATERIAL_TEXTURE0 );
// NOTE: This has to come after the loadmatrix since the loadmatrix screws with the
// transform flags!!!!!!
// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
// NOTE Tried to divide XY by Z, but doesn't work.
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true ); BindTexture( SHADER_SAMPLER0, flashlightTextureVar, flashlightTextureFrameVar ); if( params[BASETEXTURE]->IsTexture() ) { BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); } else { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY ); } SetModulationDynamicState(); } Draw(); }
void CBaseShader::SetFlashlightFixedFunctionTextureTransform( MaterialMatrixMode_t matrix ) { VMatrix worldToTexture; s_pShaderAPI->GetFlashlightState( worldToTexture );
VMatrix worldToView, viewToWorld, viewToTexture; s_pShaderAPI->GetMatrix( MATERIAL_VIEW, &worldToView[0][0] ); // The matrix that we get back from the shader api is transposed. . . yuck.
MatrixTranspose( worldToView, worldToView ); MatrixInverseGeneral( worldToView, viewToWorld ); MatrixMultiply( worldToTexture, viewToWorld, viewToTexture );
s_pShaderAPI->MatrixMode( matrix ); // tranpose before going into the shaderapi. . . suck
MatrixTranspose( viewToTexture, viewToTexture ); s_pShaderAPI->LoadMatrix( &viewToTexture[0][0] ); }
bool CBaseShader::IsHDREnabled( void ) { // HDRFIXME! Need to fix this for vgui materials
HDRType_t hdr_mode=g_pHardwareConfig->GetHDRType(); switch(hdr_mode) { case HDR_TYPE_NONE: return false;
case HDR_TYPE_INTEGER: return true;
case HDR_TYPE_FLOAT: { ITexture *pRT = s_pShaderAPI->GetRenderTargetEx( 0 ); if( pRT && pRT->GetImageFormat() == IMAGE_FORMAT_RGBA16161616F ) { return true; } } } return false; }
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