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421 lines
13 KiB
421 lines
13 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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#include "shaderlib/cshader.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( VertexLitGeneric, VertexLitGeneric_DX6 )
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BEGIN_SHADER( VertexLitGeneric_DX6,
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"Help for VertexLitGeneric_DX6" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
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SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
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SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if( !params[ENVMAPMASKSCALE]->IsDefined() )
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params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
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if( !params[ENVMAPTINT]->IsDefined() )
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[SELFILLUMTINT]->IsDefined() )
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
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if( !params[DETAILSCALE]->IsDefined() )
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params[DETAILSCALE]->SetFloatValue( 4.0f );
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// No envmap uses mode 0, it's one less pass
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// Also, if multipass = 0, then go to mode 0 also
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if ( ( !params[ENVMAP]->IsDefined() ) ||
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( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) )
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{
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CLEAR_FLAGS( MATERIAL_VAR_ENVMAPMODE );
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}
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// Vertex color requires mode 1
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if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) )
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{
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SET_FLAGS( MATERIAL_VAR_ENVMAPMODE );
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}
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// No texture means no self-illum or env mask in base alpha
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if ( !params[BASETEXTURE]->IsDefined() )
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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// If in decal mode, no debug override...
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if ( IS_FLAG_SET(MATERIAL_VAR_DECAL) )
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{
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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}
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
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SET_FLAGS2( MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING );
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// Get rid of the envmap if it's optional for this dx level.
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if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() )
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{
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params[ENVMAP]->SetUndefined();
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}
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// If mat_specular 0, then get rid of envmap
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if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
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{
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params[ENVMAP]->SetUndefined();
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}
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}
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SHADER_FALLBACK
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{
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return 0;
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}
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SHADER_INIT
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{
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if (params[BASETEXTURE]->IsDefined())
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{
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LoadTexture( BASETEXTURE );
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if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
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{
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
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}
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}
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if (params[DETAIL]->IsDefined())
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{
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LoadTexture( DETAIL );
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}
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// Don't alpha test if the alpha channel is used for other purposes
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
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if (params[ENVMAP]->IsDefined())
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{
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if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
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LoadCubeMap( ENVMAP );
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else
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LoadTexture( ENVMAP );
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if( !g_pHardwareConfig->SupportsCubeMaps() )
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{
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
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}
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if (params[ENVMAPMASK]->IsDefined())
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LoadTexture( ENVMAPMASK );
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}
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}
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int GetDrawFlagsPass1(IMaterialVar** params)
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{
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_COLOR;
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if (params[BASETEXTURE]->IsTexture())
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flags |= SHADER_DRAW_TEXCOORD0;
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return flags;
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}
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void DrawVertexLightingOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, false );
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SetModulationShadowState();
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SetDefaultBlendingShadowState( );
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pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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SetModulationDynamicState();
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}
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Draw();
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}
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void MultiplyByVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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// FIXME: How to deal with texture alpha??
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, false );
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pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, false );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, false );
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// NOTE: We're not doing lightmapping here, but we want to use the
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// same blend mode as we used for lightmapping
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pShaderShadow->EnableBlending( true );
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SingleTextureLightmapBlendMode();
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pShaderShadow->EnableCustomPixelPipe( true );
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pShaderShadow->CustomTextureStages( 1 );
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// This here will perform color = vertex light * (cc alpha) + 1 * (1 - cc alpha)
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_CONSTANTALPHA,
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SHADER_TEXARG_VERTEXCOLOR, SHADER_TEXARG_CONSTANTCOLOR );
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// Alpha isn't used, it doesn't matter what we set it to.
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
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SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
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SHADER_TEXARG_NONE, SHADER_TEXARG_NONE );
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR );
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FogToOOOverbright();
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}
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DYNAMIC_STATE
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{
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// Put the alpha in the color channel to modulate the color down....
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float alpha = GetAlpha();
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pShaderAPI->Color4f( OO_OVERBRIGHT, OO_OVERBRIGHT, OO_OVERBRIGHT, alpha );
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableCustomPixelPipe( false );
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}
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}
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//-----------------------------------------------------------------------------
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// Used by mode 1
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//-----------------------------------------------------------------------------
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void DrawBaseTimesVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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// Base times vertex lighting, no vertex color
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SHADOW_STATE
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{
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// alpha test
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
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// base
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
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// Independenly configure alpha and color
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// Color = Color mod * Vertex Light * Tex (x2)
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// Alpha = Constant Alpha * Tex Alpha (no tex alpha if self illum == 1)
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// Can't have color modulation here
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pShaderShadow->EnableConstantColor( IsColorModulating() );
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// Independenly configure alpha and color
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pShaderShadow->EnableAlphaPipe( true );
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pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
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pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) );
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if (!IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, true );
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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SetModulationDynamicState();
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableAlphaPipe( false );
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}
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}
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//-----------------------------------------------------------------------------
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// Envmap times vertex lighting, no vertex color
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//-----------------------------------------------------------------------------
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void DrawEnvmapTimesVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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SHADOW_STATE
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{
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int materialVarFlags = params[FLAGS]->GetIntValue();
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// alpha test
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pShaderShadow->EnableAlphaTest( false );
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int flags = SetShadowEnvMappingState( ENVMAPMASK ) | SHADER_DRAW_COLOR;
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bool hasEnvMapMask = params[ENVMAPMASK]->IsTexture();
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pShaderShadow->OverbrightValue( hasEnvMapMask ?
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SHADER_TEXTURE_STAGE1 : SHADER_TEXTURE_STAGE0, OVERBRIGHT );
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// Independenly configure alpha and color
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// Color = Env map * Vertex Light * Envmapmask (x2)
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// Alpha = Constant Alpha * Vertex light alpha * Env Map mask Alpha
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pShaderShadow->EnableConstantColor( IsColorModulating() );
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pShaderShadow->EnableAlphaPipe( true );
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pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
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pShaderShadow->EnableVertexAlpha( (materialVarFlags & MATERIAL_VAR_VERTEXALPHA) != 0 );
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if (hasEnvMapMask)
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, true );
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SetDefaultBlendingShadowState( BASETEXTURE, true );
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pShaderShadow->DrawFlags( flags );
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DefaultFog();
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}
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DYNAMIC_STATE
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{
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SetDynamicEnvMappingState( ENVMAP, ENVMAPMASK, BASETEXTURE,
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
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}
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Draw();
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SHADOW_STATE
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{
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pShaderShadow->EnableCustomPixelPipe( false );
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pShaderShadow->EnableAlphaPipe( false );
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}
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}
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void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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bool texDefined = params[BASETEXTURE]->IsTexture();
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bool envDefined = params[ENVMAP]->IsTexture();
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// bool maskDefined = params[ENVMAPMASK]->IsTexture();
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// Pass 1 : Base + env
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// FIXME: Could make it 1 pass for base + env, if it wasn't
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// for the envmap tint. So this is 3 passes for now....
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// If it's base + mask * env, gotta do that in 2 passes
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// Gotta do funky stuff to fade out self-illuminated stuff
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bool hasEnvMapTint = !IsWhite(ENVMAPTINT);
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// Special case, can do in one pass
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if (!hasEnvMapTint && !texDefined && !IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) &&
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!IsColorModulating() )
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{
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DrawEnvmapTimesVertexLighting( params, pShaderAPI, pShaderShadow );
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return;
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}
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if (texDefined)
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{
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FixedFunctionBaseTimesDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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}
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else
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{
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FixedFunctionMaskedEnvmapPass(
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ENVMAP, ENVMAPMASK, BASETEXTURE,
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
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}
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// We can get here if multipass isn't set if we specify a vertex color
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if ( IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) )
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{
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if ( texDefined && envDefined )
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{
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FixedFunctionAdditiveMaskedEnvmapPass(
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ENVMAP, ENVMAPMASK, BASETEXTURE,
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
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}
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}
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// Pass 2 : * vertex lighting
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MultiplyByVertexLighting( params, pShaderAPI, pShaderShadow );
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// FIXME: We could add it to the lightmap
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// Draw the selfillum pass (blows away envmap at self-illum points)
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if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
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{
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FixedFunctionSelfIlluminationPass(
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SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
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}
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}
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void DrawMode0( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
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{
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// Pass 1 : Base * lightmap or just lightmap
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if ( params[BASETEXTURE]->IsTexture() )
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{
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DrawBaseTimesVertexLighting( params, pShaderAPI, pShaderShadow );
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// Detail map
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FixedFunctionMultiplyByDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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// Draw the selfillum pass
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if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
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{
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FixedFunctionSelfIlluminationPass(
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SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
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}
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}
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else
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{
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DrawVertexLightingOnly( params, pShaderAPI, pShaderShadow );
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// Detail map
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FixedFunctionMultiplyByDetailPass(
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
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}
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// Pass 2 : Masked environment map
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if ( params[ENVMAP]->IsTexture() &&
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(IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) )
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{
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FixedFunctionAdditiveMaskedEnvmapPass(
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ENVMAP, ENVMAPMASK, BASETEXTURE,
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
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}
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}
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SHADER_DRAW
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{
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bool useMode1 = IS_FLAG_SET(MATERIAL_VAR_ENVMAPMODE);
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if (!useMode1)
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{
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// Base * Vertex Lighting + env
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DrawMode0( params, pShaderAPI, pShaderShadow );
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}
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else
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{
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// ( Base + env ) * Vertex Lighting
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DrawMode1( params, pShaderAPI, pShaderShadow );
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}
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}
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END_SHADER
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