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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//===========================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "worldvertextransition.inc"
#include "worldvertextransition_vs14.inc"
#include "worldvertextransition_seamless.inc"
#include "lightmappedgeneric_vs11.inc"
#include "writevertexalphatodestalpha_vs11.inc"
#include "worldvertextransition_dx8_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX8 )
ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
BEGIN_VS_SHADER( WorldVertexTransition_DX8, "Help for WorldVertexTransition_DX8" )
BEGIN_SHADER_PARAMS SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture2", "base texture2 help" ) SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $baseTexture" ) SHADER_PARAM( BASETEXTURETRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$baseTexture texcoord transform" ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map for BASETEXTURE" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( BUMPBASETEXTURE2WITHBUMPMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "0.0", "1.0 == mirror, 0.0 == water" ) SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" ) SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" ) SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" ) SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" ) END_SHADER_PARAMS
SHADER_FALLBACK { if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) return "WorldVertexTransition_DX6"; return 0; }
void SetupVars( WorldVertexTransitionEditor_DX8_Vars_t& info ) { info.m_nBaseTextureVar = BASETEXTURE; info.m_nBaseTextureFrameVar = FRAME; info.m_nBaseTextureTransformVar = BASETEXTURETRANSFORM; info.m_nBaseTexture2Var = BASETEXTURE2; info.m_nBaseTexture2FrameVar = FRAME2; info.m_nBaseTexture2TransformVar = BASETEXTURETRANSFORM2; }
SHADER_INIT_PARAMS() { // Initializes FLASHLIGHTTEXTURE + MATERIAL_VAR2_LIGHTING_LIGHTMAP
WorldVertexTransitionEditor_DX8_Vars_t info; SetupVars( info ); InitParamsWorldVertexTransitionEditor_DX8( params, info );
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
if( IsUsingGraphics() && params[ENVMAP]->IsDefined() && !CanUseEditorMaterials() ) { if( stricmp( params[ENVMAP]->GetStringValue(), "env_cubemap" ) == 0 ) { Warning( "env_cubemap used on world geometry without rebuilding map. . ignoring: %s\n", pMaterialName ); params[ENVMAP]->SetUndefined(); } } if( !params[ENVMAPMASKSCALE]->IsDefined() ) { params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); }
if( !params[ENVMAPTINT]->IsDefined() ) { params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); }
if( !params[SELFILLUMTINT]->IsDefined() ) { params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); }
if( !params[DETAILSCALE]->IsDefined() ) { params[DETAILSCALE]->SetFloatValue( 4.0f ); }
if( !params[FRESNELREFLECTION]->IsDefined() ) { params[FRESNELREFLECTION]->SetFloatValue( 1.0f ); }
if( !params[ENVMAPMASKFRAME]->IsDefined() ) { params[ENVMAPMASKFRAME]->SetIntValue( 0 ); } if( !params[ENVMAPFRAME]->IsDefined() ) { params[ENVMAPFRAME]->SetIntValue( 0 ); }
if( !params[BUMPFRAME]->IsDefined() ) { params[BUMPFRAME]->SetIntValue( 0 ); }
if( !params[ENVMAPCONTRAST]->IsDefined() ) { params[ENVMAPCONTRAST]->SetFloatValue( 0.0f ); } if( !params[ENVMAPSATURATION]->IsDefined() ) { params[ENVMAPSATURATION]->SetFloatValue( 1.0f ); } // No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); }
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) { SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); }
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); }
if( !params[BUMPBASETEXTURE2WITHBUMPMAP]->IsDefined() ) { params[BUMPBASETEXTURE2WITHBUMPMAP]->SetIntValue( 0 ); }
if( !params[DETAILSCALE]->IsDefined() ) { params[DETAILSCALE]->SetFloatValue( 4.0f ); }
if( !params[DETAILFRAME]->IsDefined() ) { params[DETAILFRAME]->SetIntValue( 0 ); }
if( params[SEAMLESS_SCALE]->IsDefined() && params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f ) { // seamless scale is going to be used, so kill some other features. . might implement with these features later.
params[DETAIL]->SetUndefined(); params[BUMPMAP]->SetUndefined(); params[ENVMAP]->SetUndefined(); }
if ( !params[SEAMLESS_SCALE]->IsDefined() ) { // zero means don't do seamless mapping.
params[SEAMLESS_SCALE]->SetFloatValue( 0.0f ); }
if( params[SSBUMP]->IsDefined() && params[SSBUMP]->GetIntValue() != 0 ) { // turn of normal mapping since we have ssbump defined, which
// means that we didn't make a dx8 fallback for this material.
params[BUMPMAP]->SetUndefined(); } } SHADER_INIT { // Loads BASETEXTURE, BASETEXTURE2
WorldVertexTransitionEditor_DX8_Vars_t info; SetupVars( info ); InitWorldVertexTransitionEditor_DX8( this, params, info );
// FLASHLIGHTFIXME
if ( params[FLASHLIGHTTEXTURE]->IsDefined() ) { LoadTexture( FLASHLIGHTTEXTURE ); }
if (params[DETAIL]->IsDefined()) { LoadTexture( DETAIL ); } if ( g_pHardwareConfig->SupportsPixelShaders_1_4() && params[BLENDMODULATETEXTURE]->IsDefined() ) { LoadTexture( BLENDMODULATETEXTURE ); }
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( params[ENVMAP]->IsDefined() && !params[BUMPMAP]->IsDefined() ) { Warning( "must have $bumpmap if you have $envmap for worldvertextransition\n" ); params[ENVMAP]->SetUndefined(); params[BUMPMAP]->SetUndefined(); } if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() ) { SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ); LoadBumpMap( BUMPMAP ); } if( params[ENVMAP]->IsDefined() ) { if( !IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ) ) { LoadCubeMap( ENVMAP ); } else { Warning( "$envmapsphere not supported by worldvertextransition\n" ); params[ENVMAP]->SetUndefined(); } } }
void WriteVertexAlphaToDestAlpha( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { if( pShaderShadow ) { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnableAlphaWrites( true ); pShaderShadow->EnableColorWrites( false );
writevertexalphatodestalpha_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "writevertexalphatodestalpha_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "writevertexalphatodestalpha_ps11" ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 2, 0, 0 ); } else { writevertexalphatodestalpha_vs11_Dynamic_Index vshIndex; pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); }
void DrawFlashlightPass( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, int passID ) { bool bBump = ( passID == 0 ) && ShouldUseBumpmapping( params ) && params[BUMPMAP]->IsTexture(); DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, true, passID, BASETEXTURE2, FRAME2 ); }
bool ShouldUseBumpmapping( IMaterialVar **params ) { return g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined(); }
void DrawFlashlight( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { WriteVertexAlphaToDestAlpha( params, pShaderAPI, pShaderShadow ); DrawFlashlightPass( params, pShaderAPI, pShaderShadow, 0 ); DrawFlashlightPass( params, pShaderAPI, pShaderShadow, 1 ); } SHADER_DRAW { bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); bool bSupports14 = g_pHardwareConfig->SupportsPixelShaders_1_4();
// FLASHLIGHTFIXME: need to make these the same.
bool hasFlashlight = UsingFlashlight( params ); if( hasFlashlight ) { DrawFlashlight( params, pShaderAPI, pShaderShadow ); } else if ( params[SEAMLESS_SCALE]->GetFloatValue() != 0.0f ) { // This is the seamless_scale version, which doesn't use $detail or $bumpmap
SHADOW_STATE { // three copies of the base texture for seamless blending
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); // lightmap
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
worldvertextransition_seamless_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WorldVertexTransition_Seamless", vshIndex.GetIndex() );
int pshIndex = 0; pShaderShadow->SetPixelShader( "WorldVertexTransition_Seamless", pshIndex );
FogToFogColor(); } DYNAMIC_STATE { // Texture 0..2
if( bLightingOnly ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_GREY ); } else { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER2, BASETEXTURE, FRAME ); }
// Texture 3 = lightmap
pShaderAPI->BindStandardTexture( SHADER_SAMPLER3, TEXTURE_LIGHTMAP );
EnablePixelShaderOverbright( 0, true, true );
float fSeamlessScale = params[SEAMLESS_SCALE]->GetFloatValue(); float map_scale[4]= { fSeamlessScale, fSeamlessScale, fSeamlessScale, fSeamlessScale }; pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, map_scale );
worldvertextransition_seamless_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); SHADOW_STATE { // inherit state from previous pass
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); } DYNAMIC_STATE { if( !bLightingOnly ) { BindTexture( SHADER_SAMPLER0, BASETEXTURE2, FRAME2 ); BindTexture( SHADER_SAMPLER1, BASETEXTURE2, FRAME2 ); BindTexture( SHADER_SAMPLER2, BASETEXTURE2, FRAME2 ); } } Draw(); } else if( !params[BUMPMAP]->IsTexture() || !g_pConfig->UseBumpmapping() ) { bool bDetail = params[DETAIL]->IsTexture(); bool bBlendModulate = params[BLENDMODULATETEXTURE]->IsTexture(); SHADOW_STATE { // This is the dx8, non-worldcraft version, non-bumped version
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); if( bDetail ) { pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); } if ( bSupports14 && bBlendModulate ) { pShaderShadow->EnableTexture( SHADER_SAMPLER4, true ); }
int fmt = VERTEX_POSITION | VERTEX_COLOR; pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
if ( !bSupports14 ) { worldvertextransition_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WorldVertexTransition", vshIndex.GetIndex() );
int pshIndex = bDetail ? 1 : 0; pShaderShadow->SetPixelShader( "WorldVertexTransition", pshIndex ); } else { worldvertextransition_vs14_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WorldVertexTransition_vs14", vshIndex.GetIndex() );
int pshIndex = bDetail ? 1 : 0; pshIndex += bBlendModulate ? 2 : 0; pShaderShadow->SetPixelShader( "WorldVertexTransition_ps14", pshIndex ); } FogToFogColor(); }
DYNAMIC_STATE { // Texture 1
if( bLightingOnly ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY ); } else { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, BASETEXTURE2, FRAME2 ); } if( bDetail ) { BindTexture( SHADER_SAMPLER3, DETAIL, DETAILFRAME ); } if ( bSupports14 && bBlendModulate ) { BindTexture( SHADER_SAMPLER4, BLENDMODULATETEXTURE ); }
// always set the transform for detail textures since I'm assuming that you'll
// always have a detailscale.
// go ahead and set this even if we don't have a detail texture so the vertex shader doesn't
// barf chunks with unitialized data.
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
if ( bSupports14 ) { SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_6, BLENDMASKTRANSFORM ); }
// Texture 3 = lightmap
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_LIGHTMAP ); EnablePixelShaderOverbright( 0, true, true ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM2 ); if ( !bSupports14 ) { worldvertextransition_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } else { worldvertextransition_vs14_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } } Draw(); } else { if( params[BUMPBASETEXTURE2WITHBUMPMAP]->GetIntValue() ) { DrawWorldBumpedUsingVertexShader( BASETEXTURE, BASETEXTURETRANSFORM, BUMPMAP, BUMPFRAME, BUMPTRANSFORM, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP, ENVMAPFRAME, ENVMAPTINT, COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME, FRESNELREFLECTION, true, BASETEXTURE2, BASETEXTURETRANSFORM2, FRAME2, false ); } else { // draw the base texture with everything else you normally would for
// bumped world materials
DrawWorldBumpedUsingVertexShader( BASETEXTURE, BASETEXTURETRANSFORM, BUMPMAP, BUMPFRAME, BUMPTRANSFORM, ENVMAPMASK, ENVMAPMASKFRAME, ENVMAP, ENVMAPFRAME, ENVMAPTINT, COLOR, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, FRAME, FRESNELREFLECTION, false, -1, -1, -1, false );
// blend basetexture 2 on top of everything using lightmap alpha.
SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 2, 0, 0 ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
lightmappedgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetVERTEXCOLOR( true ); pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "WorldVertexTransition_BlendBase2" ); FogToFogColor(); } DYNAMIC_STATE { if( bLightingOnly ) { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_GREY ); } else { BindTexture( SHADER_SAMPLER0, BASETEXTURE2, FRAME2 ); } pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); float half[4] = { 0.5f, 0.5f, 0.5f, 0.5f }; pShaderAPI->SetPixelShaderConstant( 4, half ); EnablePixelShaderOverbright( 0, true, true ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM2 );
lightmappedgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } } } END_SHADER
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