Team Fortress 2 Source Code as on 22/4/2020
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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_DX6 )
BEGIN_SHADER( VertexLitGeneric_DX6,
"Help for VertexLitGeneric_DX6" )
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, "", "" )
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( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
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 envmap uses mode 0, it's one less pass
// Also, if multipass = 0, then go to mode 0 also
if ( ( !params[ENVMAP]->IsDefined() ) ||
( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) )
{
CLEAR_FLAGS( MATERIAL_VAR_ENVMAPMODE );
}
// Vertex color requires mode 1
if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPMODE );
}
// 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_SOFTWARE_LIGHTING );
// Get rid of the envmap if it's optional for this dx level.
if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() )
{
params[ENVMAP]->SetUndefined();
}
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
{
params[ENVMAP]->SetUndefined();
}
}
SHADER_FALLBACK
{
return 0;
}
SHADER_INIT
{
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 );
}
}
int GetDrawFlagsPass1(IMaterialVar** params)
{
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_COLOR;
if (params[BASETEXTURE]->IsTexture())
flags |= SHADER_DRAW_TEXCOORD0;
return flags;
}
void DrawVertexLightingOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, false );
SetModulationShadowState();
SetDefaultBlendingShadowState( );
pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) );
DefaultFog();
}
DYNAMIC_STATE
{
SetModulationDynamicState();
}
Draw();
}
void MultiplyByVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
// FIXME: How to deal with texture alpha??
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, false );
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, false );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, false );
// NOTE: We're not doing lightmapping here, but we want to use the
// same blend mode as we used for lightmapping
pShaderShadow->EnableBlending( true );
SingleTextureLightmapBlendMode();
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 1 );
// This here will perform color = vertex light * (cc alpha) + 1 * (1 - cc alpha)
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_CONSTANTALPHA,
SHADER_TEXARG_VERTEXCOLOR, SHADER_TEXARG_CONSTANTCOLOR );
// 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 );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR );
FogToOOOverbright();
}
DYNAMIC_STATE
{
// Put the alpha in the color channel to modulate the color down....
float alpha = GetAlpha();
pShaderAPI->Color4f( OO_OVERBRIGHT, OO_OVERBRIGHT, OO_OVERBRIGHT, alpha );
}
Draw();
SHADOW_STATE
{
pShaderShadow->EnableCustomPixelPipe( false );
}
}
//-----------------------------------------------------------------------------
// Used by mode 1
//-----------------------------------------------------------------------------
void DrawBaseTimesVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
// Base times vertex lighting, no vertex color
SHADOW_STATE
{
// alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// base
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
// Independenly configure alpha and color
// Color = Color mod * Vertex Light * Tex (x2)
// Alpha = Constant Alpha * Tex Alpha (no tex alpha if self illum == 1)
// Can't have color modulation here
pShaderShadow->EnableConstantColor( IsColorModulating() );
// Independenly configure alpha and color
pShaderShadow->EnableAlphaPipe( true );
pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) );
if (!IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, true );
SetDefaultBlendingShadowState( BASETEXTURE, true );
pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) );
DefaultFog();
}
DYNAMIC_STATE
{
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetModulationDynamicState();
}
Draw();
SHADOW_STATE
{
pShaderShadow->EnableAlphaPipe( false );
}
}
//-----------------------------------------------------------------------------
// Envmap times vertex lighting, no vertex color
//-----------------------------------------------------------------------------
void DrawEnvmapTimesVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
int materialVarFlags = params[FLAGS]->GetIntValue();
// alpha test
pShaderShadow->EnableAlphaTest( false );
int flags = SetShadowEnvMappingState( ENVMAPMASK ) | SHADER_DRAW_COLOR;
bool hasEnvMapMask = params[ENVMAPMASK]->IsTexture();
pShaderShadow->OverbrightValue( hasEnvMapMask ?
SHADER_TEXTURE_STAGE1 : SHADER_TEXTURE_STAGE0, OVERBRIGHT );
// Independenly configure alpha and color
// Color = Env map * Vertex Light * Envmapmask (x2)
// Alpha = Constant Alpha * Vertex light alpha * Env Map mask Alpha
pShaderShadow->EnableConstantColor( IsColorModulating() );
pShaderShadow->EnableAlphaPipe( true );
pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
pShaderShadow->EnableVertexAlpha( (materialVarFlags & MATERIAL_VAR_VERTEXALPHA) != 0 );
if (hasEnvMapMask)
pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, true );
SetDefaultBlendingShadowState( BASETEXTURE, true );
pShaderShadow->DrawFlags( flags );
DefaultFog();
}
DYNAMIC_STATE
{
SetDynamicEnvMappingState( ENVMAP, ENVMAPMASK, BASETEXTURE,
ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
}
Draw();
SHADOW_STATE
{
pShaderShadow->EnableCustomPixelPipe( false );
pShaderShadow->EnableAlphaPipe( false );
}
}
void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
bool texDefined = params[BASETEXTURE]->IsTexture();
bool envDefined = params[ENVMAP]->IsTexture();
// bool maskDefined = params[ENVMAPMASK]->IsTexture();
// Pass 1 : Base + env
// FIXME: Could make it 1 pass for base + env, if it wasn't
// for the envmap tint. So this is 3 passes for now....
// If it's base + mask * env, gotta do that in 2 passes
// Gotta do funky stuff to fade out self-illuminated stuff
bool hasEnvMapTint = !IsWhite(ENVMAPTINT);
// Special case, can do in one pass
if (!hasEnvMapTint && !texDefined && !IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) &&
!IsColorModulating() )
{
DrawEnvmapTimesVertexLighting( params, pShaderAPI, pShaderShadow );
return;
}
if (texDefined)
{
FixedFunctionBaseTimesDetailPass(
BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
}
else
{
FixedFunctionMaskedEnvmapPass(
ENVMAP, ENVMAPMASK, BASETEXTURE,
ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
}
// We can get here if multipass isn't set if we specify a vertex color
if ( IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) )
{
if ( texDefined && envDefined )
{
FixedFunctionAdditiveMaskedEnvmapPass(
ENVMAP, ENVMAPMASK, BASETEXTURE,
ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
}
}
// Pass 2 : * vertex lighting
MultiplyByVertexLighting( params, pShaderAPI, pShaderShadow );
// FIXME: We could add it to the lightmap
// Draw the selfillum pass (blows away envmap at self-illum points)
if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
{
FixedFunctionSelfIlluminationPass(
SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
}
}
void DrawMode0( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
// Pass 1 : Base * lightmap or just lightmap
if ( params[BASETEXTURE]->IsTexture() )
{
DrawBaseTimesVertexLighting( 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
{
DrawVertexLightingOnly( params, pShaderAPI, pShaderShadow );
// Detail map
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 );
}
}
SHADER_DRAW
{
bool useMode1 = IS_FLAG_SET(MATERIAL_VAR_ENVMAPMODE);
if (!useMode1)
{
// Base * Vertex Lighting + env
DrawMode0( params, pShaderAPI, pShaderShadow );
}
else
{
// ( Base + env ) * Vertex Lighting
DrawMode1( params, pShaderAPI, pShaderShadow );
}
}
END_SHADER