Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( VertexLitGeneric, VertexLitGeneric_DX7 )
DEFINE_FALLBACK_SHADER( Skin_DX9, VertexLitGeneric_DX7 )
BEGIN_SHADER( VertexLitGeneric_DX7,
"Help for VertexLitGeneric_DX7" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
if( !params[ENVMAPMASKSCALE]->IsDefined() )
params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
if( !params[ENVMAPTINT]->IsDefined() )
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[SELFILLUMTINT]->IsDefined() )
params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[DETAILSCALE]->IsDefined() )
params[DETAILSCALE]->SetFloatValue( 4.0f );
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
SET_FLAGS2( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS );
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
{
params[ENVMAP]->SetUndefined();
}
}
SHADER_FALLBACK
{
if (g_pHardwareConfig->GetDXSupportLevel() < 70)
return "VertexLitGeneric_DX6";
return 0;
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
if (params[DETAIL]->IsDefined())
{
LoadTexture( DETAIL );
}
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
if (params[ENVMAP]->IsDefined())
{
if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
LoadCubeMap( ENVMAP );
else
LoadTexture( ENVMAP );
if( !g_pHardwareConfig->SupportsCubeMaps() )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
}
if (params[ENVMAPMASK]->IsDefined())
LoadTexture( ENVMAPMASK );
}
}
void DrawBaseTimesVertexColor( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
// alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 1 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
// Get alpha from the texture so that alpha blend and alpha test work properly.
bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true );
if ( bTextureIsTranslucent )
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
}
else
{
if ( IsAlphaModulating() )
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
}
else
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_ONE, SHADER_TEXARG_NONE );
}
}
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0;
pShaderShadow->DrawFlags( flags );
DefaultFog();
if ( IsAlphaModulating() || IsColorModulating() )
{
pShaderShadow->CustomTextureStages( 2 );
if ( IsColorModulating() )
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
}
else
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
}
// Get alpha from the texture so that alpha blend and alpha test work properly.
if ( IsAlphaModulating() && bTextureIsTranslucent )
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
}
else
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
}
}
SetDefaultBlendingShadowState( BASETEXTURE, true );
}
DYNAMIC_STATE
{
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetModulationDynamicState();
}
Draw();
}
void DrawVertexColorNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 1 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
SHADER_TEXARG_ONE, SHADER_TEXARG_VERTEXCOLOR );
int flags = SHADER_DRAW_POSITION;
pShaderShadow->DrawFlags( flags );
DefaultFog();
}
DYNAMIC_STATE
{
// SetModulationDynamicState();
}
Draw();
}
void DrawBaseTimesBakedVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
// alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) );
// base
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
int flags = SHADER_DRAW_POSITION;
if (params[BASETEXTURE]->IsTexture())
{
flags |= SHADER_DRAW_TEXCOORD1;
}
pShaderShadow->DrawFlags( flags );
DefaultFog();
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 1 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_MODULATE2X,
SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_TEXTURE );
// Get alpha from the texture so that alpha blend and alpha test work properly.
bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true );
if ( bTextureIsTranslucent )
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
}
else
{
if ( IsAlphaModulating() )
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
}
else
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_ONE, SHADER_TEXARG_NONE );
}
}
if ( IsAlphaModulating() || IsColorModulating() )
{
pShaderShadow->CustomTextureStages( 2 );
if ( IsColorModulating())
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
}
else
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
}
// Get alpha from the texture so that alpha blend and alpha test work properly.
if ( IsAlphaModulating() && bTextureIsTranslucent )
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
}
else
{
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
}
}
SetDefaultBlendingShadowState( BASETEXTURE, true );
}
DYNAMIC_STATE
{
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetModulationDynamicState();
}
Draw();
}
void DrawBakedVertexLightingNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
int flags = SHADER_DRAW_POSITION;
pShaderShadow->DrawFlags( flags );
DefaultFog();
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 1 );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_MODULATE2X,
SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE );
// Alpha isn't used, it doesn't matter what we set it to.
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_NONE, SHADER_TEXARG_NONE );
}
DYNAMIC_STATE
{
}
Draw();
}
SHADER_DRAW
{
bool bBakedLighting = IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight )
{
DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
return;
}
// Pass 1 : Base * lightmap or just lightmap
if ( params[BASETEXTURE]->IsTexture() )
{
// Draw base times lighting.
// Lighting is either sent down per vertex from the app, or it's in the second
// stream as color values.
if( bBakedLighting )
{
DrawBaseTimesBakedVertexLighting( params, pShaderAPI, pShaderShadow );
}
else
{
DrawBaseTimesVertexColor( params, pShaderAPI, pShaderShadow );
}
// Detail map
FixedFunctionMultiplyByDetailPass(
BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
// Draw the selfillum pass
if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
{
FixedFunctionSelfIlluminationPass(
SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
}
}
else
{
if( bBakedLighting )
{
DrawBakedVertexLightingNoBase( params, pShaderAPI, pShaderShadow );
}
else
{
DrawVertexColorNoBase( params, pShaderAPI, pShaderShadow );
}
FixedFunctionMultiplyByDetailPass(
BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
}
// Pass 2 : Masked environment map
if ( params[ENVMAP]->IsTexture() && (IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) )
{
FixedFunctionAdditiveMaskedEnvmapPass(
ENVMAP, ENVMAPMASK, BASETEXTURE,
ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
}
}
END_SHADER