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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( VertexLitGeneric, VertexLitGeneric_DX7 ) DEFINE_FALLBACK_SHADER( Skin_DX9, VertexLitGeneric_DX7 )
BEGIN_SHADER( VertexLitGeneric_DX7, "Help for VertexLitGeneric_DX7" )
BEGIN_SHADER_PARAMS SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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 );
// 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_VERTEX_LIT ); SET_FLAGS2( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS );
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) { params[ENVMAP]->SetUndefined(); } }
SHADER_FALLBACK { if (g_pHardwareConfig->GetDXSupportLevel() < 70) return "VertexLitGeneric_DX6";
return 0; }
SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } }
if (params[DETAIL]->IsDefined()) { LoadTexture( DETAIL ); }
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); if (params[ENVMAP]->IsDefined()) { if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) LoadCubeMap( ENVMAP ); else LoadTexture( ENVMAP );
if( !g_pHardwareConfig->SupportsCubeMaps() ) { SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); }
if (params[ENVMAPMASK]->IsDefined()) LoadTexture( ENVMAPMASK ); } }
void DrawBaseTimesVertexColor( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { // alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 1 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR ); // Get alpha from the texture so that alpha blend and alpha test work properly.
bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true ); if ( bTextureIsTranslucent ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); } else { if ( IsAlphaModulating() ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_ONE, SHADER_TEXARG_NONE ); } }
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0; pShaderShadow->DrawFlags( flags ); DefaultFog();
if ( IsAlphaModulating() || IsColorModulating() ) { pShaderShadow->CustomTextureStages( 2 );
if ( IsColorModulating() ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); }
// Get alpha from the texture so that alpha blend and alpha test work properly.
if ( IsAlphaModulating() && bTextureIsTranslucent ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); } }
SetDefaultBlendingShadowState( BASETEXTURE, true ); } DYNAMIC_STATE { SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetModulationDynamicState(); } Draw(); }
void DrawVertexColorNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 1 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, SHADER_TEXARG_ONE, SHADER_TEXARG_VERTEXCOLOR ); int flags = SHADER_DRAW_POSITION; pShaderShadow->DrawFlags( flags ); DefaultFog(); } DYNAMIC_STATE { // SetModulationDynamicState();
} Draw(); }
void DrawBaseTimesBakedVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { // alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) );
// base
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int flags = SHADER_DRAW_POSITION; if (params[BASETEXTURE]->IsTexture()) { flags |= SHADER_DRAW_TEXCOORD1; } pShaderShadow->DrawFlags( flags ); DefaultFog();
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 1 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_TEXTURE );
// Get alpha from the texture so that alpha blend and alpha test work properly.
bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true ); if ( bTextureIsTranslucent ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE ); } else { if ( IsAlphaModulating() ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_ONE, SHADER_TEXARG_NONE ); } }
if ( IsAlphaModulating() || IsColorModulating() ) { pShaderShadow->CustomTextureStages( 2 );
if ( IsColorModulating()) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); }
// Get alpha from the texture so that alpha blend and alpha test work properly.
if ( IsAlphaModulating() && bTextureIsTranslucent ) { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR ); } else { pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE ); } }
SetDefaultBlendingShadowState( BASETEXTURE, true ); } DYNAMIC_STATE { SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetModulationDynamicState(); } Draw(); }
void DrawBakedVertexLightingNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { int flags = SHADER_DRAW_POSITION; pShaderShadow->DrawFlags( flags ); DefaultFog();
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 1 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE );
// Alpha isn't used, it doesn't matter what we set it to.
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_NONE, SHADER_TEXARG_NONE ); } DYNAMIC_STATE { } Draw(); }
SHADER_DRAW { bool bBakedLighting = IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ); bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight ) { DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); return; } // Pass 1 : Base * lightmap or just lightmap
if ( params[BASETEXTURE]->IsTexture() ) { // Draw base times lighting.
// Lighting is either sent down per vertex from the app, or it's in the second
// stream as color values.
if( bBakedLighting ) { DrawBaseTimesBakedVertexLighting( params, pShaderAPI, pShaderShadow ); } else { DrawBaseTimesVertexColor( params, pShaderAPI, pShaderShadow ); }
// Detail map
FixedFunctionMultiplyByDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
// Draw the selfillum pass
if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) ) { FixedFunctionSelfIlluminationPass( SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT ); } } else { if( bBakedLighting ) { DrawBakedVertexLightingNoBase( params, pShaderAPI, pShaderShadow ); } else { DrawVertexColorNoBase( params, pShaderAPI, pShaderShadow ); }
FixedFunctionMultiplyByDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); }
// Pass 2 : Masked environment map
if ( params[ENVMAP]->IsTexture() && (IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) ) { FixedFunctionAdditiveMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE, ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); } } END_SHADER
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