Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "shaderlib/BaseShader.h"
#include "shaderlib/ShaderDLL.h"
#include "tier0/dbg.h"
#include "shaderDLL_Global.h"
#include "IShaderSystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "materialsystem/ishaderapi.h"
#include "materialsystem/materialsystem_config.h"
#include "shaderlib/cshader.h"
#include "mathlib/vmatrix.h"
#include "tier1/strtools.h"
#include "convar.h"
#include "tier0/vprof.h"
// NOTE: This must be the last include file in a .cpp file!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Globals
//-----------------------------------------------------------------------------
const char *CBaseShader::s_pTextureGroupName = NULL;
IMaterialVar **CBaseShader::s_ppParams;
IShaderShadow *CBaseShader::s_pShaderShadow;
IShaderDynamicAPI *CBaseShader::s_pShaderAPI;
IShaderInit *CBaseShader::s_pShaderInit;
int CBaseShader::s_nModulationFlags;
CMeshBuilder *CBaseShader::s_pMeshBuilder;
static ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
bool g_shaderConfigDumpEnable = false; //true; //DO NOT CHECK IN ENABLED FIXME
//-----------------------------------------------------------------------------
// constructor
//-----------------------------------------------------------------------------
CBaseShader::CBaseShader()
{
GetShaderDLL()->InsertShader( this );
}
//-----------------------------------------------------------------------------
// Shader parameter info
//-----------------------------------------------------------------------------
// Look in BaseShader.h for the enumeration for these.
// Update there if you update here.
static ShaderParamInfo_t s_StandardParams[NUM_SHADER_MATERIAL_VARS] =
{
{ "$flags", "flags", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
{ "$flags_defined", "flags_defined", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
{ "$flags2", "flags2", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
{ "$flags_defined2", "flags2_defined", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
{ "$color", "color", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 },
{ "$alpha", "alpha", SHADER_PARAM_TYPE_FLOAT, "1.0", 0 },
{ "$basetexture", "Base Texture with lighting built in", SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", 0 },
{ "$frame", "Animation Frame", SHADER_PARAM_TYPE_INTEGER, "0", 0 },
{ "$basetexturetransform", "Base Texture Texcoord Transform",SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", 0 },
{ "$flashlighttexture", "flashlight spotlight shape texture", SHADER_PARAM_TYPE_TEXTURE, "effects/flashlight001", SHADER_PARAM_NOT_EDITABLE },
{ "$flashlighttextureframe", "Animation Frame for $flashlight", SHADER_PARAM_TYPE_INTEGER, "0", SHADER_PARAM_NOT_EDITABLE },
{ "$color2", "color2", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 },
{ "$srgbtint", "tint value to be applied when running on new-style srgb parts", SHADER_PARAM_TYPE_COLOR, "[1 1 1]", 0 },
};
//-----------------------------------------------------------------------------
// Gets the standard shader parameter names
// FIXME: Turn this into one function?
//-----------------------------------------------------------------------------
int CBaseShader::GetNumParams( ) const
{
return NUM_SHADER_MATERIAL_VARS;
}
char const* CBaseShader::GetParamName( int nParamIndex ) const
{
Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
return s_StandardParams[nParamIndex].m_pName;
}
const char *CBaseShader::GetParamHelp( int nParamIndex ) const
{
Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
return s_StandardParams[nParamIndex].m_pHelp;
}
ShaderParamType_t CBaseShader::GetParamType( int nParamIndex ) const
{
Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
return s_StandardParams[nParamIndex].m_Type;
}
const char *CBaseShader::GetParamDefault( int nParamIndex ) const
{
Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
return s_StandardParams[nParamIndex].m_pDefaultValue;
}
int CBaseShader::GetParamFlags( int nParamIndex ) const
{
Assert( nParamIndex < NUM_SHADER_MATERIAL_VARS );
return s_StandardParams[nParamIndex].m_nFlags;
}
//-----------------------------------------------------------------------------
// Necessary to snag ahold of some important data for the helper methods
//-----------------------------------------------------------------------------
void CBaseShader::InitShaderParams( IMaterialVar** ppParams, const char *pMaterialName )
{
// Re-entrancy check
Assert( !s_ppParams );
s_ppParams = ppParams;
OnInitShaderParams( ppParams, pMaterialName );
s_ppParams = NULL;
}
void CBaseShader::InitShaderInstance( IMaterialVar** ppParams, IShaderInit *pShaderInit, const char *pMaterialName, const char *pTextureGroupName )
{
// Re-entrancy check
Assert( !s_ppParams );
s_ppParams = ppParams;
s_pShaderInit = pShaderInit;
s_pTextureGroupName = pTextureGroupName;
OnInitShaderInstance( ppParams, pShaderInit, pMaterialName );
s_pTextureGroupName = NULL;
s_ppParams = NULL;
s_pShaderInit = NULL;
}
void CBaseShader::DrawElements( IMaterialVar **ppParams, int nModulationFlags,
IShaderShadow* pShaderShadow, IShaderDynamicAPI* pShaderAPI, VertexCompressionType_t vertexCompression, CBasePerMaterialContextData **pContextDataPtr )
{
VPROF("CBaseShader::DrawElements");
// Re-entrancy check
Assert( !s_ppParams );
s_ppParams = ppParams;
s_pShaderAPI = pShaderAPI;
s_pShaderShadow = pShaderShadow;
s_nModulationFlags = nModulationFlags;
s_pMeshBuilder = pShaderAPI ? pShaderAPI->GetVertexModifyBuilder() : NULL;
if ( IsSnapshotting() )
{
// Set up the shadow state
SetInitialShadowState( );
}
OnDrawElements( ppParams, pShaderShadow, pShaderAPI, vertexCompression, pContextDataPtr );
s_nModulationFlags = 0;
s_ppParams = NULL;
s_pShaderAPI = NULL;
s_pShaderShadow = NULL;
s_pMeshBuilder = NULL;
}
//-----------------------------------------------------------------------------
// Sets the default shadow state
//-----------------------------------------------------------------------------
void CBaseShader::SetInitialShadowState( )
{
// Set the default state
s_pShaderShadow->SetDefaultState();
// Init the standard states...
int flags = s_ppParams[FLAGS]->GetIntValue();
if (flags & MATERIAL_VAR_IGNOREZ)
{
s_pShaderShadow->EnableDepthTest( false );
s_pShaderShadow->EnableDepthWrites( false );
}
if (flags & MATERIAL_VAR_DECAL)
{
s_pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
s_pShaderShadow->EnableDepthWrites( false );
}
if (flags & MATERIAL_VAR_NOCULL)
{
s_pShaderShadow->EnableCulling( false );
}
if (flags & MATERIAL_VAR_ZNEARER)
{
s_pShaderShadow->DepthFunc( SHADER_DEPTHFUNC_NEARER );
}
if (flags & MATERIAL_VAR_WIREFRAME)
{
s_pShaderShadow->PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_LINE );
}
// Set alpha to coverage
if (flags & MATERIAL_VAR_ALLOWALPHATOCOVERAGE)
{
// Force the bit on and then check against alpha blend and test states in CShaderShadowDX8::ComputeAggregateShadowState()
s_pShaderShadow->EnableAlphaToCoverage( true );
}
}
//-----------------------------------------------------------------------------
// Draws a snapshot
//-----------------------------------------------------------------------------
void CBaseShader::Draw( bool bMakeActualDrawCall )
{
if ( IsSnapshotting() )
{
// Turn off transparency if we're asked to....
if (g_pConfig->bNoTransparency &&
((s_ppParams[FLAGS]->GetIntValue() & MATERIAL_VAR_NO_DEBUG_OVERRIDE) == 0))
{
s_pShaderShadow->EnableDepthWrites( true );
s_pShaderShadow->EnableBlending( false );
}
GetShaderSystem()->TakeSnapshot();
}
else
{
GetShaderSystem()->DrawSnapshot( bMakeActualDrawCall );
}
}
//-----------------------------------------------------------------------------
// Finds a particular parameter (works because the lowest parameters match the shader)
//-----------------------------------------------------------------------------
int CBaseShader::FindParamIndex( const char *pName ) const
{
int numParams = GetNumParams();
for( int i = 0; i < numParams; i++ )
{
if( Q_strnicmp( GetParamName( i ), pName, 64 ) == 0 )
{
return i;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Are we using graphics?
//-----------------------------------------------------------------------------
bool CBaseShader::IsUsingGraphics()
{
return GetShaderSystem()->IsUsingGraphics();
}
//-----------------------------------------------------------------------------
// Are we using graphics?
//-----------------------------------------------------------------------------
bool CBaseShader::CanUseEditorMaterials()
{
return GetShaderSystem()->CanUseEditorMaterials();
}
//-----------------------------------------------------------------------------
// Gets the builder...
//-----------------------------------------------------------------------------
CMeshBuilder* CBaseShader::MeshBuilder()
{
return s_pMeshBuilder;
}
//-----------------------------------------------------------------------------
// Loads a texture
//-----------------------------------------------------------------------------
void CBaseShader::LoadTexture( int nTextureVar, int nAdditionalCreationFlags /* = 0 */ )
{
if ((!s_ppParams) || (nTextureVar == -1))
return;
IMaterialVar* pNameVar = s_ppParams[nTextureVar];
if( pNameVar && pNameVar->IsDefined() )
{
s_pShaderInit->LoadTexture( pNameVar, s_pTextureGroupName, nAdditionalCreationFlags );
}
}
//-----------------------------------------------------------------------------
// Loads a bumpmap
//-----------------------------------------------------------------------------
void CBaseShader::LoadBumpMap( int nTextureVar )
{
if ((!s_ppParams) || (nTextureVar == -1))
return;
IMaterialVar* pNameVar = s_ppParams[nTextureVar];
if( pNameVar && pNameVar->IsDefined() )
{
s_pShaderInit->LoadBumpMap( pNameVar, s_pTextureGroupName );
}
}
//-----------------------------------------------------------------------------
// Loads a cubemap
//-----------------------------------------------------------------------------
void CBaseShader::LoadCubeMap( int nTextureVar, int nAdditionalCreationFlags /* = 0 */ )
{
if ((!s_ppParams) || (nTextureVar == -1))
return;
IMaterialVar* pNameVar = s_ppParams[nTextureVar];
if( pNameVar && pNameVar->IsDefined() )
{
s_pShaderInit->LoadCubeMap( s_ppParams, pNameVar, nAdditionalCreationFlags );
}
}
ShaderAPITextureHandle_t CBaseShader::GetShaderAPITextureBindHandle( int nTextureVar, int nFrameVar, int nTextureChannel )
{
// Assert( !IsSnapshotting() );
Assert( nTextureVar != -1 );
Assert ( s_ppParams );
IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL;
int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0;
return GetShaderSystem()->GetShaderAPITextureBindHandle( pTextureVar->GetTextureValue(), nFrame, nTextureChannel );
}
//-----------------------------------------------------------------------------
// Four different flavors of BindTexture(), handling the two-sampler
// case as well as ITexture* versus textureVar forms
//-----------------------------------------------------------------------------
void CBaseShader::BindTexture( Sampler_t sampler1, int nTextureVar, int nFrameVar /* = -1 */ )
{
BindTexture( sampler1, (Sampler_t) -1, nTextureVar, nFrameVar );
}
void CBaseShader::BindTexture( Sampler_t sampler1, Sampler_t sampler2, int nTextureVar, int nFrameVar /* = -1 */ )
{
Assert( !IsSnapshotting() );
Assert( nTextureVar != -1 );
Assert ( s_ppParams );
IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
IMaterialVar* pFrameVar = (nFrameVar != -1) ? s_ppParams[nFrameVar] : NULL;
if (pTextureVar)
{
int nFrame = pFrameVar ? pFrameVar->GetIntValue() : 0;
if ( sampler2 == Sampler_t(-1) )
{
GetShaderSystem()->BindTexture( sampler1, pTextureVar->GetTextureValue(), nFrame );
}
else
{
GetShaderSystem()->BindTexture( sampler1, sampler2, pTextureVar->GetTextureValue(), nFrame );
}
}
}
void CBaseShader::BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame /* = 0 */ )
{
BindTexture( sampler1, (Sampler_t) -1, pTexture, nFrame );
}
void CBaseShader::BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame /* = 0 */ )
{
Assert( !IsSnapshotting() );
if ( sampler2 == Sampler_t(-1 ) )
{
GetShaderSystem()->BindTexture( sampler1, pTexture, nFrame );
}
else
{
GetShaderSystem()->BindTexture( sampler1, sampler2, pTexture, nFrame );
}
}
void CBaseShader::GetTextureDimensions( float* pOutWidth, float* pOutHeight, int nTextureVar )
{
Assert( pOutWidth && pOutHeight ); // Outputs must be provided.
Assert( nTextureVar != -1 );
IMaterialVar* pTextureVar = s_ppParams[nTextureVar];
if (pTextureVar && pTextureVar->GetTextureValue())
{
*pOutWidth = (float) (pTextureVar->GetTextureValue()->GetActualWidth());
*pOutHeight = (float) (pTextureVar->GetTextureValue()->GetActualHeight());
}
}
//-----------------------------------------------------------------------------
// Does the texture store translucency in its alpha channel?
//-----------------------------------------------------------------------------
bool CBaseShader::TextureIsTranslucent( int textureVar, bool isBaseTexture )
{
if (textureVar < 0)
return false;
IMaterialVar** params = s_ppParams;
if (params[textureVar]->GetType() == MATERIAL_VAR_TYPE_TEXTURE)
{
if (!isBaseTexture)
{
return params[textureVar]->GetTextureValue()->IsTranslucent();
}
else
{
// Override translucency settings if this flag is set.
if (IS_FLAG_SET(MATERIAL_VAR_OPAQUETEXTURE))
return false;
if ( (CurrentMaterialVarFlags() & (MATERIAL_VAR_SELFILLUM | MATERIAL_VAR_BASEALPHAENVMAPMASK)) == 0)
{
if ((CurrentMaterialVarFlags() & MATERIAL_VAR_TRANSLUCENT) ||
(CurrentMaterialVarFlags() & MATERIAL_VAR_ALPHATEST))
{
return params[textureVar]->GetTextureValue()->IsTranslucent();
}
}
}
}
return false;
}
//-----------------------------------------------------------------------------
//
// Helper methods for color modulation
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Are we alpha or color modulating?
//-----------------------------------------------------------------------------
bool CBaseShader::IsAlphaModulating()
{
return (s_nModulationFlags & SHADER_USING_ALPHA_MODULATION) != 0;
}
bool CBaseShader::IsColorModulating()
{
return (s_nModulationFlags & SHADER_USING_COLOR_MODULATION) != 0;
}
void CBaseShader::GetColorParameter( IMaterialVar **params, float *pColorOut ) const
{
float flColor2[3];
params[COLOR]->GetVecValue( pColorOut, 3 );
params[COLOR2]->GetVecValue( flColor2, 3 );
pColorOut[0] *= flColor2[0];
pColorOut[1] *= flColor2[1];
pColorOut[2] *= flColor2[2];
if ( g_pHardwareConfig->UsesSRGBCorrectBlending() )
{
float flSRGBTint[3];
params[SRGBTINT]->GetVecValue( flSRGBTint, 3 );
pColorOut[0] *= flSRGBTint[0];
pColorOut[1] *= flSRGBTint[1];
pColorOut[2] *= flSRGBTint[2];
}
}
//-----------------------------------------------------------------------------
// FIXME: Figure out a better way to do this?
//-----------------------------------------------------------------------------
int CBaseShader::ComputeModulationFlags( IMaterialVar** params, IShaderDynamicAPI* pShaderAPI )
{
s_pShaderAPI = pShaderAPI;
int mod = 0;
if ( GetAlpha(params) < 1.0f )
{
mod |= SHADER_USING_ALPHA_MODULATION;
}
float color[3];
GetColorParameter( params, color );
if ((color[0] != 1.0) || (color[1] != 1.0) || (color[2] != 1.0))
{
mod |= SHADER_USING_COLOR_MODULATION;
}
if( UsingFlashlight(params) )
{
mod |= SHADER_USING_FLASHLIGHT;
}
if ( UsingEditor(params) )
{
mod |= SHADER_USING_EDITOR;
}
if( IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING ) )
{
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;
}