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1791 lines
53 KiB
1791 lines
53 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#include "shaderlib/BaseShader.h"
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#include "shaderlib/ShaderDLL.h"
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#include "tier0/dbg.h"
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#include "shaderDLL_Global.h"
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#include "IShaderSystem.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/itexture.h"
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#include "materialsystem/ishaderapi.h"
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#include "materialsystem/materialsystem_config.h"
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#include "shaderlib/cshader.h"
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#include "mathlib/vmatrix.h"
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#include "tier1/strtools.h"
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#include "convar.h"
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#include "tier0/vprof.h"
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// NOTE: This must be the last include file in a .cpp file!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Globals
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//-----------------------------------------------------------------------------
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const char *CBaseShader::s_pTextureGroupName = NULL;
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IMaterialVar **CBaseShader::s_ppParams;
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IShaderShadow *CBaseShader::s_pShaderShadow;
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IShaderDynamicAPI *CBaseShader::s_pShaderAPI;
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IShaderInit *CBaseShader::s_pShaderInit;
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int CBaseShader::s_nModulationFlags;
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CMeshBuilder *CBaseShader::s_pMeshBuilder;
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static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
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bool g_shaderConfigDumpEnable = false; //true; //DO NOT CHECK IN ENABLED FIXME
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//-----------------------------------------------------------------------------
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// constructor
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//-----------------------------------------------------------------------------
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CBaseShader::CBaseShader()
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{
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GetShaderDLL()->InsertShader( this );
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}
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//-----------------------------------------------------------------------------
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// Shader parameter info
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//-----------------------------------------------------------------------------
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// Look in BaseShader.h for the enumeration for these.
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// Update there if you update here.
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static ShaderParamInfo_t s_StandardParams[NUM_SHADER_MATERIAL_VARS] =
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{
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{ "$flags", "flags", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
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{ "$flags_defined", "flags_defined", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
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{ "$flags2", "flags2", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
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{ "$flags_defined2", "flags2_defined", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
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{ "$color", "color", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 },
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{ "$alpha", "alpha", SHADER_PARAM_TYPE_FLOAT, "1.0", 0 },
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{ "$basetexture", "Base Texture with lighting built in", SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", 0 },
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{ "$frame", "Animation Frame", SHADER_PARAM_TYPE_INTEGER, "0", 0 },
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{ "$basetexturetransform", "Base Texture Texcoord Transform",SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", 0 },
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{ "$flashlighttexture", "flashlight spotlight shape texture", SHADER_PARAM_TYPE_TEXTURE, "effects/flashlight001", SHADER_PARAM_NOT_EDITABLE },
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{ "$flashlighttextureframe", "Animation Frame for $flashlight", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
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{ "$color2", "color2", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 },
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{ "$srgbtint", "tint value to be applied when running on new-style srgb parts", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 },
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};
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//-----------------------------------------------------------------------------
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// Gets the standard shader parameter names
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// FIXME: Turn this into one function?
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//-----------------------------------------------------------------------------
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int CBaseShader::GetNumParams( ) const
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{
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return NUM_SHADER_MATERIAL_VARS;
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}
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char const* CBaseShader::GetParamName( int nParamIndex ) const
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{
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Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
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return s_StandardParams[nParamIndex].m_pName;
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}
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const char *CBaseShader::GetParamHelp( int nParamIndex ) const
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{
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Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
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return s_StandardParams[nParamIndex].m_pHelp;
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}
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ShaderParamType_t CBaseShader::GetParamType( int nParamIndex ) const
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{
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Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
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return s_StandardParams[nParamIndex].m_Type;
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}
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const char *CBaseShader::GetParamDefault( int nParamIndex ) const
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{
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Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
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return s_StandardParams[nParamIndex].m_pDefaultValue;
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}
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int CBaseShader::GetParamFlags( int nParamIndex ) const
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{
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Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
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return s_StandardParams[nParamIndex].m_nFlags;
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}
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//-----------------------------------------------------------------------------
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// Necessary to snag ahold of some important data for the helper methods
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//-----------------------------------------------------------------------------
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void CBaseShader::InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName )
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{
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// Re-entrancy check
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Assert( !s_ppParams );
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s_ppParams = ppParams;
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OnInitShaderParams( ppParams, pMaterialName );
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s_ppParams = NULL;
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}
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void CBaseShader::InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName )
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{
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// Re-entrancy check
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Assert( !s_ppParams );
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s_ppParams = ppParams;
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s_pShaderInit = pShaderInit;
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s_pTextureGroupName = pTextureGroupName;
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OnInitShaderInstance( ppParams, pShaderInit, pMaterialName );
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s_pTextureGroupName = NULL;
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s_ppParams = NULL;
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s_pShaderInit = NULL;
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}
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void CBaseShader::DrawElements( IMaterialVar **ppParams, int nModulationFlags,
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IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
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{
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VPROF("CBaseShader::DrawElements");
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// Re-entrancy check
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Assert( !s_ppParams );
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s_ppParams = ppParams;
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s_pShaderAPI = pShaderAPI;
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s_pShaderShadow = pShaderShadow;
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s_nModulationFlags = nModulationFlags;
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s_pMeshBuilder = pShaderAPI ? pShaderAPI->GetVertexModifyBuilder() : NULL;
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if ( IsSnapshotting() )
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{
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// Set up the shadow state
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SetInitialShadowState( );
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}
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OnDrawElements( ppParams, pShaderShadow, pShaderAPI, vertexCompression, pContextDataPtr );
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s_nModulationFlags = 0;
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s_ppParams = NULL;
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s_pShaderAPI = NULL;
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s_pShaderShadow = NULL;
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s_pMeshBuilder = NULL;
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}
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//-----------------------------------------------------------------------------
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// Sets the default shadow state
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//-----------------------------------------------------------------------------
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void CBaseShader::SetInitialShadowState( )
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{
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// Set the default state
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s_pShaderShadow->SetDefaultState();
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// Init the standard states...
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int flags = s_ppParams[FLAGS]->GetIntValue();
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if (flags & MATERIAL_VAR_IGNOREZ)
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{
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s_pShaderShadow->EnableDepthTest( false );
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s_pShaderShadow->EnableDepthWrites( false );
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}
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if (flags & MATERIAL_VAR_DECAL)
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{
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s_pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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s_pShaderShadow->EnableDepthWrites( false );
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}
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if (flags & MATERIAL_VAR_NOCULL)
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{
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s_pShaderShadow->EnableCulling( false );
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}
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if (flags & MATERIAL_VAR_ZNEARER)
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{
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s_pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEARER );
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}
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if (flags & MATERIAL_VAR_WIREFRAME)
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{
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s_pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
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}
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// Set alpha to coverage
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if (flags & MATERIAL_VAR_ALLOWALPHATOCOVERAGE)
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{
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// Force the bit on and then check against alpha blend and test states in CShaderShadowDX8::ComputeAggregateShadowState()
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s_pShaderShadow->EnableAlphaToCoverage( true );
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}
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}
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//-----------------------------------------------------------------------------
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// Draws a snapshot
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//-----------------------------------------------------------------------------
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void CBaseShader::Draw( bool bMakeActualDrawCall )
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{
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if ( IsSnapshotting() )
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{
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// Turn off transparency if we're asked to....
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if (g_pConfig->bNoTransparency &&
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((s_ppParams[FLAGS]->GetIntValue() & MATERIAL_VAR_NO_DEBUG_OVERRIDE) == 0))
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{
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s_pShaderShadow->EnableDepthWrites( true );
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s_pShaderShadow->EnableBlending( false );
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}
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GetShaderSystem()->TakeSnapshot();
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}
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else
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{
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GetShaderSystem()->DrawSnapshot( bMakeActualDrawCall );
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}
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}
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//-----------------------------------------------------------------------------
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// Finds a particular parameter (works because the lowest parameters match the shader)
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//-----------------------------------------------------------------------------
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int CBaseShader::FindParamIndex( const char *pName ) const
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{
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int numParams = GetNumParams();
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for( int i = 0; i < numParams; i++ )
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{
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if( Q_strnicmp( GetParamName( i ), pName, 64 ) == 0 )
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{
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return i;
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}
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Are we using graphics?
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//-----------------------------------------------------------------------------
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bool CBaseShader::IsUsingGraphics()
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{
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return GetShaderSystem()->IsUsingGraphics();
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}
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//-----------------------------------------------------------------------------
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// Are we using graphics?
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//-----------------------------------------------------------------------------
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bool CBaseShader::CanUseEditorMaterials()
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{
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return GetShaderSystem()->CanUseEditorMaterials();
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}
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//-----------------------------------------------------------------------------
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// Gets the builder...
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//-----------------------------------------------------------------------------
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CMeshBuilder* CBaseShader::MeshBuilder()
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{
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return s_pMeshBuilder;
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}
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//-----------------------------------------------------------------------------
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// Loads a texture
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//-----------------------------------------------------------------------------
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void CBaseShader::LoadTexture( int nTextureVar, int nAdditionalCreationFlags /* = 0 */ )
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{
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if ((!s_ppParams) || (nTextureVar == -1))
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return;
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IMaterialVar* pNameVar = s_ppParams[nTextureVar];
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if( pNameVar && pNameVar->IsDefined() )
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{
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s_pShaderInit->LoadTexture( pNameVar, s_pTextureGroupName, nAdditionalCreationFlags );
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}
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}
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//-----------------------------------------------------------------------------
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// Loads a bumpmap
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//-----------------------------------------------------------------------------
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void CBaseShader::LoadBumpMap( int nTextureVar )
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{
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if ((!s_ppParams) || (nTextureVar == -1))
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return;
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IMaterialVar* pNameVar = s_ppParams[nTextureVar];
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if( pNameVar && pNameVar->IsDefined() )
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{
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s_pShaderInit->LoadBumpMap( pNameVar, s_pTextureGroupName );
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}
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}
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//-----------------------------------------------------------------------------
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// Loads a cubemap
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//-----------------------------------------------------------------------------
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void CBaseShader::LoadCubeMap( int nTextureVar, int nAdditionalCreationFlags /* = 0 */ )
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{
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if ((!s_ppParams) || (nTextureVar == -1))
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return;
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IMaterialVar* pNameVar = s_ppParams[nTextureVar];
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if( pNameVar && pNameVar->IsDefined() )
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{
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s_pShaderInit->LoadCubeMap( s_ppParams, pNameVar, nAdditionalCreationFlags );
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}
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}
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ShaderAPITextureHandle_t CBaseShader::GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel )
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{
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// Assert( !IsSnapshotting() );
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Assert( nTextureVar != -1 );
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Assert ( s_ppParams );
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IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
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IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL;
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int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0;
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return GetShaderSystem()->GetShaderAPITextureBindHandle( pTextureVar->GetTextureValue(), nFrame, nTextureChannel );
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}
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//-----------------------------------------------------------------------------
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// Four different flavors of BindTexture(), handling the two-sampler
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// case as well as ITexture* versus textureVar forms
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//-----------------------------------------------------------------------------
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void CBaseShader::BindTexture( Sampler_t sampler1, int nTextureVar, int nFrameVar /* = -1 */ )
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{
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BindTexture( sampler1, (Sampler_t) -1, nTextureVar, nFrameVar );
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}
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void CBaseShader::BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar /* = -1 */ )
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{
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Assert( !IsSnapshotting() );
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Assert( nTextureVar != -1 );
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Assert ( s_ppParams );
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IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
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IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL;
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if (pTextureVar)
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{
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int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0;
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if ( sampler2 == Sampler_t(-1) )
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{
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GetShaderSystem()->BindTexture( sampler1, pTextureVar->GetTextureValue(), nFrame );
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}
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else
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{
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GetShaderSystem()->BindTexture( sampler1, sampler2, pTextureVar->GetTextureValue(), nFrame );
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}
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}
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}
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void CBaseShader::BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame /* = 0 */ )
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{
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BindTexture( sampler1, (Sampler_t) -1, pTexture, nFrame );
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}
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void CBaseShader::BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame /* = 0 */ )
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{
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Assert( !IsSnapshotting() );
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if ( sampler2 == Sampler_t(-1 ) )
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{
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GetShaderSystem()->BindTexture( sampler1, pTexture, nFrame );
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}
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else
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{
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GetShaderSystem()->BindTexture( sampler1, sampler2, pTexture, nFrame );
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}
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}
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void CBaseShader::GetTextureDimensions( float* pOutWidth, float* pOutHeight, int nTextureVar )
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{
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Assert( pOutWidth && pOutHeight ); // Outputs must be provided.
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Assert( nTextureVar != -1 );
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IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
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if (pTextureVar && pTextureVar->GetTextureValue())
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{
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*pOutWidth = (float) (pTextureVar->GetTextureValue()->GetActualWidth());
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*pOutHeight = (float) (pTextureVar->GetTextureValue()->GetActualHeight());
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}
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}
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//-----------------------------------------------------------------------------
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// Does the texture store translucency in its alpha channel?
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//-----------------------------------------------------------------------------
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bool CBaseShader::TextureIsTranslucent( int textureVar, bool isBaseTexture )
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{
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if (textureVar < 0)
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return false;
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IMaterialVar** params = s_ppParams;
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if (params[textureVar]->GetType() == MATERIAL_VAR_TYPE_TEXTURE)
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{
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if (!isBaseTexture)
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{
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return params[textureVar]->GetTextureValue()->IsTranslucent();
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}
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else
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{
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// Override translucency settings if this flag is set.
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if (IS_FLAG_SET(MATERIAL_VAR_OPAQUETEXTURE))
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return false;
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if ( (CurrentMaterialVarFlags() & (MATERIAL_VAR_SELFILLUM | MATERIAL_VAR_BASEALPHAENVMAPMASK)) == 0)
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{
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if ((CurrentMaterialVarFlags() & MATERIAL_VAR_TRANSLUCENT) ||
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(CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST))
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{
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return params[textureVar]->GetTextureValue()->IsTranslucent();
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}
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}
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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//
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// Helper methods for color modulation
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Are we alpha or color modulating?
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//-----------------------------------------------------------------------------
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bool CBaseShader::IsAlphaModulating()
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{
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return (s_nModulationFlags & SHADER_USING_ALPHA_MODULATION) != 0;
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}
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bool CBaseShader::IsColorModulating()
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{
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return (s_nModulationFlags & SHADER_USING_COLOR_MODULATION) != 0;
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}
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void CBaseShader::GetColorParameter( IMaterialVar **params, float *pColorOut ) const
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{
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float flColor2[3];
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params[COLOR]->GetVecValue( pColorOut, 3 );
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params[COLOR2]->GetVecValue( flColor2, 3 );
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pColorOut[0] *= flColor2[0];
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pColorOut[1] *= flColor2[1];
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pColorOut[2] *= flColor2[2];
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if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
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{
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float flSRGBTint[3];
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params[SRGBTINT]->GetVecValue( flSRGBTint, 3 );
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pColorOut[0] *= flSRGBTint[0];
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pColorOut[1] *= flSRGBTint[1];
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pColorOut[2] *= flSRGBTint[2];
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}
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}
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//-----------------------------------------------------------------------------
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// FIXME: Figure out a better way to do this?
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//-----------------------------------------------------------------------------
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int CBaseShader::ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI )
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{
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s_pShaderAPI = pShaderAPI;
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int mod = 0;
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if ( GetAlpha(params) < 1.0f )
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{
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mod |= SHADER_USING_ALPHA_MODULATION;
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}
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float color[3];
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GetColorParameter( params, color );
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if ((color[0] != 1.0) || (color[1] != 1.0) || (color[2] != 1.0))
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{
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mod |= SHADER_USING_COLOR_MODULATION;
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}
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if( UsingFlashlight(params) )
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{
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mod |= SHADER_USING_FLASHLIGHT;
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}
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if ( UsingEditor(params) )
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{
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mod |= SHADER_USING_EDITOR;
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}
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if( IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ) )
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|
{
|
|
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;
|
|
}
|
|
|