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2057 lines
64 KiB
2057 lines
64 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 "shadersystem.h"
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#include <stdlib.h>
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#include "materialsystem_global.h"
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#include "filesystem.h"
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#include "tier1/utldict.h"
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#include "shaderlib/ShaderDLL.h"
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#include "texturemanager.h"
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#include "itextureinternal.h"
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#include "IHardwareConfigInternal.h"
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#include "tier1/utlstack.h"
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#include "tier1/utlbuffer.h"
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#include "mathlib/vmatrix.h"
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#include "imaterialinternal.h"
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#include "tier1/strtools.h"
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#include "tier0/icommandline.h"
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#include "shaderlib/cshader.h"
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#include "tier1/convar.h"
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#include "tier1/KeyValues.h"
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#include "shader_dll_verify.h"
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#include "tier0/vprof.h"
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// NOTE: This must be the last file included!
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#include "tier0/memdbgon.h"
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//#define DEBUG_DEPTH 1
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//-----------------------------------------------------------------------------
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// Lovely convars
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//-----------------------------------------------------------------------------
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static ConVar mat_showenvmapmask( "mat_showenvmapmask", "0" );
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static ConVar mat_debugdepth( "mat_debugdepth", "0" );
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extern ConVar mat_supportflashlight;
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//-----------------------------------------------------------------------------
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// Implementation of the shader system
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//-----------------------------------------------------------------------------
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class CShaderSystem : public IShaderSystemInternal
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{
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public:
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CShaderSystem();
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// Methods of IShaderSystem
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virtual ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrameVar, int nTextureChannel = 0 );
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virtual void BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame = 0 );
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virtual void BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame = 0 );
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virtual void TakeSnapshot( );
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virtual void DrawSnapshot( bool bMakeActualDrawCall = true );
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virtual bool IsUsingGraphics() const;
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virtual bool CanUseEditorMaterials() const;
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// Methods of IShaderSystemInternal
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virtual void Init();
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virtual void Shutdown();
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virtual void ModInit();
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virtual void ModShutdown();
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virtual bool LoadShaderDLL( const char *pFullPath );
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virtual bool LoadShaderDLL( const char *pFullPath, const char *pPathID, bool bModShaderDLL );
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virtual void UnloadShaderDLL( const char *pFullPath );
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virtual IShader* FindShader( char const* pShaderName );
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virtual void CreateDebugMaterials();
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virtual void CleanUpDebugMaterials();
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virtual char const* ShaderStateString( int i ) const;
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virtual int ShaderStateCount( ) const;
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virtual void InitShaderParameters( IShader *pShader, IMaterialVar **params, const char *pMaterialName );
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virtual void InitShaderInstance( IShader *pShader, IMaterialVar **params, const char *pMaterialName, const char *pTextureGroupName );
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virtual bool InitRenderState( IShader *pShader, int numParams, IMaterialVar **params, ShaderRenderState_t* pRenderState, char const* pMaterialName );
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virtual void CleanupRenderState( ShaderRenderState_t* pRenderState );
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virtual void DrawElements( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pShaderState, VertexCompressionType_t vertexCompression, uint32 nVarChangeID );
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// Used to iterate over all shaders for editing purposes
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virtual int ShaderCount() const;
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virtual int GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const;
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// Methods of IShaderInit
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virtual void LoadTexture( IMaterialVar *pTextureVar, const char *pTextureGroupName, int nAdditionalCreationFlags = 0 );
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virtual void LoadBumpMap( IMaterialVar *pTextureVar, const char *pTextureGroupName );
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virtual void LoadCubeMap( IMaterialVar **ppParams, IMaterialVar *pTextureVar, int nAdditionalCreationFlags = 0 );
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// Used to prevent re-entrant rendering from warning messages
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void BufferSpew( SpewType_t spewType, const Color &c, const char *pMsg );
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private:
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struct ShaderDLLInfo_t
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{
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char *m_pFileName;
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CSysModule *m_hInstance;
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IShaderDLLInternal *m_pShaderDLL;
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ShaderDLL_t m_hShaderDLL;
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// True if this is a mod's shader DLL, in which case it's not allowed to
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// override any existing shader names.
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bool m_bModShaderDLL;
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CUtlDict< IShader *, unsigned short > m_ShaderDict;
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};
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private:
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// hackhack: remove this when VAC2 is online.
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void VerifyBaseShaderDLL( CSysModule *pModule );
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// Load up the shader DLLs...
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void LoadAllShaderDLLs();
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// Load the "mshader_" DLLs.
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void LoadModShaderDLLs( int dxSupportLevel );
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// Unload all the shader DLLs...
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void UnloadAllShaderDLLs();
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// Sets up the shader dictionary.
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void SetupShaderDictionary( int nShaderDLLIndex );
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// Cleans up the shader dictionary.
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void CleanupShaderDictionary( int nShaderDLLIndex );
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// Finds an already loaded shader DLL
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int FindShaderDLL( const char *pFullPath );
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// Unloads a particular shader DLL
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void UnloadShaderDLL( int nShaderDLLIndex );
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// Sets up the current ShaderState_t for rendering
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void PrepForShaderDraw( IShader *pShader, IMaterialVar** ppParams,
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ShaderRenderState_t* pRenderState, int modulation );
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void DoneWithShaderDraw();
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// Initializes state snapshots
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void InitStateSnapshots( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pRenderState );
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// Compute snapshots for all combinations of alpha + color modulation
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void InitRenderStateFlags( ShaderRenderState_t* pRenderState, int numParams, IMaterialVar **params );
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// Computes flags from a particular snapshot
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void ComputeRenderStateFlagsFromSnapshot( ShaderRenderState_t* pRenderState );
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// Computes vertex format + usage from a particular snapshot
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bool ComputeVertexFormatFromSnapshot( IMaterialVar **params, ShaderRenderState_t* pRenderState );
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// Used to prevent re-entrant rendering from warning messages
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void PrintBufferedSpew( void );
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// Gets at the current snapshot
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StateSnapshot_t CurrentStateSnapshot();
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// Draws using a particular material..
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void DrawUsingMaterial( IMaterialInternal *pMaterial, VertexCompressionType_t vertexCompression );
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// Copies material vars
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void CopyMaterialVarToDebugShader( IMaterialInternal *pDebugMaterial, IShader *pShader, IMaterialVar **ppParams, const char *pSrcVarName, const char *pDstVarName = NULL );
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// Debugging draw methods...
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void DrawMeasureFillRate( ShaderRenderState_t* pRenderState, int mod, VertexCompressionType_t vertexCompression );
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void DrawNormalMap( IShader *pShader, IMaterialVar **ppParams, VertexCompressionType_t vertexCompression );
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bool DrawEnvmapMask( IShader *pShader, IMaterialVar **ppParams, ShaderRenderState_t* pRenderState, VertexCompressionType_t vertexCompression );
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int GetModulationSnapshotCount( IMaterialVar **params );
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private:
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// List of all DLLs containing shaders
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CUtlVector< ShaderDLLInfo_t > m_ShaderDLLs;
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// Used to prevent re-entrant rendering from warning messages
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SpewOutputFunc_t m_SaveSpewOutput;
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CUtlBuffer m_StoredSpew;
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// Render state we're drawing with
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ShaderRenderState_t* m_pRenderState;
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unsigned short m_hShaderDLL;
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unsigned char m_nModulation;
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unsigned char m_nRenderPass;
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// Debugging materials
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// If you add to this, add to the list of debug shader names (s_pDebugShaderName) below
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enum
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{
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MATERIAL_FILL_RATE = 0,
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MATERIAL_DEBUG_NORMALMAP,
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MATERIAL_DEBUG_ENVMAPMASK,
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MATERIAL_DEBUG_DEPTH,
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MATERIAL_DEBUG_DEPTH_DECAL,
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MATERIAL_DEBUG_WIREFRAME,
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MATERIAL_DEBUG_COUNT,
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};
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IMaterialInternal* m_pDebugMaterials[MATERIAL_DEBUG_COUNT];
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static const char *s_pDebugShaderName[MATERIAL_DEBUG_COUNT];
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bool m_bForceUsingGraphicsReturnTrue;
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};
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//-----------------------------------------------------------------------------
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// Singleton
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//-----------------------------------------------------------------------------
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static CShaderSystem s_ShaderSystem;
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IShaderSystemInternal *g_pShaderSystem = &s_ShaderSystem;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderSystem, IShaderSystem,
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SHADERSYSTEM_INTERFACE_VERSION, s_ShaderSystem );
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//-----------------------------------------------------------------------------
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// Debugging shader names
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//-----------------------------------------------------------------------------
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const char *CShaderSystem::s_pDebugShaderName[MATERIAL_DEBUG_COUNT] =
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{
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"FillRate",
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"DebugNormalMap",
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"DebugDrawEnvmapMask",
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"DebugDepth",
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"DebugDepth",
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"Wireframe_DX9"
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};
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CShaderSystem::CShaderSystem() : m_StoredSpew( 0, 512, 0 ), m_bForceUsingGraphicsReturnTrue( false )
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{
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}
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//-----------------------------------------------------------------------------
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// Initialization, shutdown
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//-----------------------------------------------------------------------------
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void CShaderSystem::Init()
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{
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m_SaveSpewOutput = NULL;
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m_bForceUsingGraphicsReturnTrue = false;
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if ( CommandLine()->FindParm( "-noshaderapi" ) ||
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CommandLine()->FindParm( "-makereslists" ) )
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{
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m_bForceUsingGraphicsReturnTrue = true;
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}
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for ( int i = 0; i < MATERIAL_DEBUG_COUNT; ++i )
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{
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m_pDebugMaterials[i] = NULL;
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}
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LoadAllShaderDLLs();
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}
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void CShaderSystem::Shutdown()
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{
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UnloadAllShaderDLLs();
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}
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//-----------------------------------------------------------------------------
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// Load/unload mod-specific shader DLLs
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//-----------------------------------------------------------------------------
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void CShaderSystem::ModInit()
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{
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// Load up standard shader DLLs...
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int dxSupportLevel = HardwareConfig()->GetMaxDXSupportLevel();
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Assert( dxSupportLevel >= 60 );
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dxSupportLevel /= 10;
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LoadModShaderDLLs( dxSupportLevel );
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}
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void CShaderSystem::ModShutdown()
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{
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// Unload only MOD dlls
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for ( int i = m_ShaderDLLs.Count(); --i >= 0; )
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{
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if ( m_ShaderDLLs[i].m_bModShaderDLL )
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{
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UnloadShaderDLL(i);
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delete[] m_ShaderDLLs[i].m_pFileName;
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m_ShaderDLLs.Remove( i );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Load up the shader DLLs...
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//-----------------------------------------------------------------------------
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void CShaderSystem::LoadAllShaderDLLs( )
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{
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UnloadAllShaderDLLs();
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GetShaderDLLInternal()->Connect( Sys_GetFactoryThis(), true );
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// Loads local defined or statically linked shaders
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int i = m_ShaderDLLs.AddToHead();
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m_ShaderDLLs[i].m_pFileName = new char[1];
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m_ShaderDLLs[i].m_pFileName[0] = 0;
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m_ShaderDLLs[i].m_hInstance = NULL;
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m_ShaderDLLs[i].m_pShaderDLL = GetShaderDLLInternal();
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m_ShaderDLLs[i].m_bModShaderDLL = false;
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// Add the shaders to the dictionary of shaders...
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SetupShaderDictionary( i );
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// 360 has the the debug shaders in its dx9 dll
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if ( IsPC() || !IsX360() )
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{
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// Always need the debug shaders
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LoadShaderDLL( "stdshader_dbg" DLL_EXT_STRING );
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}
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// Load up standard shader DLLs...
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int dxSupportLevel = HardwareConfig()->GetMaxDXSupportLevel();
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Assert( dxSupportLevel >= 60 );
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dxSupportLevel /= 10;
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// 360 only supports its dx9 dll
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int dxStart = IsX360() ? 9 : 6;
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char buf[32];
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for ( i = dxStart; i <= dxSupportLevel; ++i )
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{
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Q_snprintf( buf, sizeof( buf ), "stdshader_dx%d%s", i, DLL_EXT_STRING );
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LoadShaderDLL( buf );
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}
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const char *pShaderName = NULL;
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#ifdef _DEBUG
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pShaderName = CommandLine()->ParmValue( "-shader" );
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#endif
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if ( !pShaderName )
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{
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pShaderName = HardwareConfig()->GetHWSpecificShaderDLLName();
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}
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if ( pShaderName )
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{
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LoadShaderDLL( pShaderName );
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}
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#ifdef _DEBUG
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// For fast-iteration debugging
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if ( CommandLine()->FindParm( "-testshaders" ) )
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{
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LoadShaderDLL( "shader_test" DLL_EXT_STRING );
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}
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#endif
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}
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const char *COM_GetModDirectory()
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{
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static char modDir[MAX_PATH];
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if ( Q_strlen( modDir ) == 0 )
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{
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const char *gamedir = CommandLine()->ParmValue("-game", CommandLine()->ParmValue( "-defaultgamedir", "hl2" ) );
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Q_strncpy( modDir, gamedir, sizeof(modDir) );
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if ( strchr( modDir, '/' ) || strchr( modDir, '\\' ) )
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{
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Q_StripLastDir( modDir, sizeof(modDir) );
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int dirlen = Q_strlen( modDir );
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Q_strncpy( modDir, gamedir + dirlen, sizeof(modDir) - dirlen );
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}
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}
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return modDir;
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}
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void CShaderSystem::LoadModShaderDLLs( int dxSupportLevel )
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{
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if ( IsX360() )
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return;
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// Don't do this for Valve mods. They don't need them, and attempting to load them is an opportunity for cheaters to get their code into the process
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const char *pGameDir = COM_GetModDirectory();
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if ( !Q_stricmp( pGameDir, "hl2" ) || !Q_stricmp( pGameDir, "cstrike" ) || !Q_stricmp( pGameDir, "cstrike_beta" ) ||
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!Q_stricmp( pGameDir, "hl2mp" ) || !Q_stricmp( pGameDir, "lostcoast" ) || !Q_stricmp( pGameDir, "episodic" ) ||
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!Q_stricmp( pGameDir, "portal" ) || !Q_stricmp( pGameDir, "ep2" ) || !Q_stricmp( pGameDir, "dod" ) ||
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!Q_stricmp( pGameDir, "tf" ) || !Q_stricmp( pGameDir, "tf_beta" ) || !Q_stricmp( pGameDir, "hl1" ) )
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{
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return;
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}
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const char *pModShaderPathID = "GAMEBIN";
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// First load the ones with dx_ prefix.
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char buf[256];
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int dxStart = 6;
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for ( int i = dxStart; i <= dxSupportLevel; ++i )
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{
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Q_snprintf( buf, sizeof( buf ), "game_shader_dx%d%s", i, DLL_EXT_STRING );
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LoadShaderDLL( buf, pModShaderPathID, true );
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}
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// Now load the ones with any dx_ prefix.
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FileFindHandle_t findHandle;
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const char *pFilename = g_pFullFileSystem->FindFirstEx( "game_shader_generic*", pModShaderPathID, &findHandle );
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while ( pFilename )
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{
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Q_snprintf( buf, sizeof( buf ), "%s%s", pFilename, DLL_EXT_STRING );
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LoadShaderDLL( buf, pModShaderPathID, true );
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pFilename = g_pFullFileSystem->FindNext( findHandle );
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}
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}
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//-----------------------------------------------------------------------------
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// Unload all the shader DLLs...
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//-----------------------------------------------------------------------------
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void CShaderSystem::UnloadAllShaderDLLs()
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{
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if ( m_ShaderDLLs.Count() == 0 )
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return;
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for ( int i = m_ShaderDLLs.Count(); --i >= 0; )
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{
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UnloadShaderDLL(i);
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delete[] m_ShaderDLLs[i].m_pFileName;
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}
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m_ShaderDLLs.RemoveAll();
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}
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bool CShaderSystem::LoadShaderDLL( const char *pFullPath )
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{
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return LoadShaderDLL( pFullPath, NULL, false );
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}
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// HACKHACK: remove me when VAC2 is online.
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#if defined( _WIN32 ) && !defined( _X360 )
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// Instead of including windows.h
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extern "C"
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{
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extern void * __stdcall GetProcAddress( void *hModule, const char *pszProcName );
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};
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#endif
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void CShaderSystem::VerifyBaseShaderDLL( CSysModule *pModule )
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{
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#if defined( _WIN32 ) && !defined( _X360 )
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const char *pErrorStr = "Corrupt save data settings.";
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unsigned char *testData1 = new unsigned char[SHADER_DLL_VERIFY_DATA_LEN1];
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ShaderDLLVerifyFn fn = (ShaderDLLVerifyFn)GetProcAddress( (void *)pModule, SHADER_DLL_FNNAME_1 );
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if ( !fn )
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Error( pErrorStr );
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IShaderDLLVerification *pVerify;
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char *pPtr = (char*)(void*)&pVerify;
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pPtr -= SHADER_DLL_VERIFY_DATA_PTR_OFFSET;
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fn( pPtr );
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// Test the first CRC.
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CRC32_t testCRC;
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CRC32_Init( &testCRC );
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CRC32_ProcessBuffer( &testCRC, testData1, SHADER_DLL_VERIFY_DATA_LEN1 );
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CRC32_ProcessBuffer( &testCRC, &pModule, 4 );
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CRC32_ProcessBuffer( &testCRC, &pVerify, 4 );
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CRC32_Final( &testCRC );
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if ( testCRC != pVerify->Function1( testData1 - SHADER_DLL_VERIFY_DATA_PTR_OFFSET ) )
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Error( pErrorStr );
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// Test the next one.
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unsigned char digest[MD5_DIGEST_LENGTH];
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MD5Context_t md5Context;
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MD5Init( &md5Context );
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MD5Update( &md5Context, testData1 + SHADER_DLL_VERIFY_DATA_PTR_OFFSET, SHADER_DLL_VERIFY_DATA_LEN1 - SHADER_DLL_VERIFY_DATA_PTR_OFFSET );
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MD5Final( digest, &md5Context );
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pVerify->Function2( 2, 3, 3 ); // fn2 is supposed to place the result in testData1.
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if ( memcmp( digest, testData1, MD5_DIGEST_LENGTH ) != 0 )
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Error( pErrorStr );
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pVerify->Function5();
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delete [] testData1;
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#endif
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}
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//-----------------------------------------------------------------------------
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// Methods related to reading in shader DLLs
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//-----------------------------------------------------------------------------
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bool CShaderSystem::LoadShaderDLL( const char *pFullPath, const char *pPathID, bool bModShaderDLL )
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{
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if ( !pFullPath && !pFullPath[0] )
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return true;
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// Load the new shader
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bool bValidatedDllOnly = true;
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if ( bModShaderDLL )
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bValidatedDllOnly = false;
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CSysModule *hInstance = g_pFullFileSystem->LoadModule( pFullPath, pPathID, bValidatedDllOnly );
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if ( !hInstance )
|
|
return false;
|
|
|
|
// Get at the shader DLL interface
|
|
CreateInterfaceFn factory = Sys_GetFactory( hInstance );
|
|
if (!factory)
|
|
{
|
|
g_pFullFileSystem->UnloadModule( hInstance );
|
|
return false;
|
|
}
|
|
|
|
IShaderDLLInternal *pShaderDLL = (IShaderDLLInternal*)factory( SHADER_DLL_INTERFACE_VERSION, NULL );
|
|
if ( !pShaderDLL )
|
|
{
|
|
g_pFullFileSystem->UnloadModule( hInstance );
|
|
return false;
|
|
}
|
|
|
|
// Make sure it's a valid base shader DLL if necessary.
|
|
//HACKHACK get rid of this when VAC2 comes online.
|
|
if ( !bModShaderDLL )
|
|
{
|
|
VerifyBaseShaderDLL( hInstance );
|
|
}
|
|
|
|
// Allow the DLL to try to connect to interfaces it needs
|
|
if ( !pShaderDLL->Connect( Sys_GetFactoryThis(), false ) )
|
|
{
|
|
g_pFullFileSystem->UnloadModule( hInstance );
|
|
return false;
|
|
}
|
|
|
|
// FIXME: We need to do some sort of shader validation here for anticheat.
|
|
|
|
// Now replace any existing shader
|
|
int nShaderDLLIndex = FindShaderDLL( pFullPath );
|
|
if ( nShaderDLLIndex >= 0 )
|
|
{
|
|
UnloadShaderDLL( nShaderDLLIndex );
|
|
}
|
|
else
|
|
{
|
|
nShaderDLLIndex = m_ShaderDLLs.AddToTail();
|
|
int nLen = Q_strlen(pFullPath) + 1;
|
|
m_ShaderDLLs[nShaderDLLIndex].m_pFileName = new char[ nLen ];
|
|
Q_strncpy( m_ShaderDLLs[nShaderDLLIndex].m_pFileName, pFullPath, nLen );
|
|
}
|
|
|
|
// Ok, the shader DLL's good!
|
|
m_ShaderDLLs[nShaderDLLIndex].m_hInstance = hInstance;
|
|
m_ShaderDLLs[nShaderDLLIndex].m_pShaderDLL = pShaderDLL;
|
|
m_ShaderDLLs[nShaderDLLIndex].m_bModShaderDLL = bModShaderDLL;
|
|
|
|
// Add the shaders to the dictionary of shaders...
|
|
SetupShaderDictionary( nShaderDLLIndex );
|
|
|
|
// FIXME: Fix up existing materials that were using shaders that have
|
|
// been reloaded?
|
|
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finds an already loaded shader DLL
|
|
//-----------------------------------------------------------------------------
|
|
int CShaderSystem::FindShaderDLL( const char *pFullPath )
|
|
{
|
|
for ( int i = m_ShaderDLLs.Count(); --i >= 0; )
|
|
{
|
|
if ( !Q_stricmp( pFullPath, m_ShaderDLLs[i].m_pFileName ) )
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unloads a particular shader DLL
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::UnloadShaderDLL( int nShaderDLLIndex )
|
|
{
|
|
if ( nShaderDLLIndex < 0 )
|
|
return;
|
|
|
|
// FIXME: Do some sort of fixup of materials to determine which
|
|
// materials are referencing shaders in this DLL?
|
|
CleanupShaderDictionary( nShaderDLLIndex );
|
|
IShaderDLLInternal *pShaderDLL = m_ShaderDLLs[nShaderDLLIndex].m_pShaderDLL;
|
|
pShaderDLL->Disconnect( pShaderDLL == GetShaderDLLInternal() );
|
|
if ( m_ShaderDLLs[nShaderDLLIndex].m_hInstance )
|
|
{
|
|
g_pFullFileSystem->UnloadModule( m_ShaderDLLs[nShaderDLLIndex].m_hInstance );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unloads a particular shader DLL
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::UnloadShaderDLL( const char *pFullPath )
|
|
{
|
|
int nShaderDLLIndex = FindShaderDLL( pFullPath );
|
|
if ( nShaderDLLIndex >= 0 )
|
|
{
|
|
UnloadShaderDLL( nShaderDLLIndex );
|
|
delete[] m_ShaderDLLs[nShaderDLLIndex].m_pFileName;
|
|
m_ShaderDLLs.Remove( nShaderDLLIndex );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Make sure these match the bits in imaterial.h
|
|
//-----------------------------------------------------------------------------
|
|
static const char* s_pShaderStateString[] =
|
|
{
|
|
"$debug",
|
|
"$no_fullbright",
|
|
"$no_draw",
|
|
"$use_in_fillrate_mode",
|
|
|
|
"$vertexcolor",
|
|
"$vertexalpha",
|
|
"$selfillum",
|
|
"$additive",
|
|
"$alphatest",
|
|
"$multipass",
|
|
"$znearer",
|
|
"$model",
|
|
"$flat",
|
|
"$nocull",
|
|
"$nofog",
|
|
"$ignorez",
|
|
"$decal",
|
|
"$envmapsphere",
|
|
"$noalphamod",
|
|
"$envmapcameraspace",
|
|
"$basealphaenvmapmask",
|
|
"$translucent",
|
|
"$normalmapalphaenvmapmask",
|
|
"$softwareskin",
|
|
"$opaquetexture",
|
|
"$envmapmode",
|
|
"$nodecal",
|
|
"$halflambert",
|
|
"$wireframe",
|
|
"$allowalphatocoverage",
|
|
|
|
"" // last one must be null
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// returns strings associated with the shader state flags...
|
|
// If you modify this, make sure and modify MaterialVarFlags_t in imaterial.h
|
|
//-----------------------------------------------------------------------------
|
|
int CShaderSystem::ShaderStateCount( ) const
|
|
{
|
|
return sizeof( s_pShaderStateString ) / sizeof( char* ) - 1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// returns strings associated with the shader state flags...
|
|
// If you modify this, make sure and modify MaterialVarFlags_t in imaterial.h
|
|
//-----------------------------------------------------------------------------
|
|
char const* CShaderSystem::ShaderStateString( int i ) const
|
|
{
|
|
return s_pShaderStateString[i];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets up the shader dictionary.
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::SetupShaderDictionary( int nShaderDLLIndex )
|
|
{
|
|
// We could have put the shader dictionary into each shader DLL
|
|
// I'm not sure if that makes this system any less secure than it already is
|
|
int i;
|
|
ShaderDLLInfo_t &info = m_ShaderDLLs[nShaderDLLIndex];
|
|
int nCount = info.m_pShaderDLL->ShaderCount();
|
|
for ( i = 0; i < nCount; ++i )
|
|
{
|
|
IShader *pShader = info.m_pShaderDLL->GetShader( i );
|
|
const char *pShaderName = pShader->GetName();
|
|
|
|
#ifdef POSIX
|
|
if (CommandLine()->FindParm("-glmspew"))
|
|
printf("CShaderSystem::SetupShaderDictionary: %s", pShaderName );
|
|
#endif
|
|
|
|
// Make sure it doesn't try to override another shader DLL's names.
|
|
if ( info.m_bModShaderDLL )
|
|
{
|
|
for ( int iTestDLL=0; iTestDLL < m_ShaderDLLs.Count(); iTestDLL++ )
|
|
{
|
|
ShaderDLLInfo_t *pTestDLL = &m_ShaderDLLs[iTestDLL];
|
|
if ( !pTestDLL->m_bModShaderDLL )
|
|
{
|
|
if ( pTestDLL->m_ShaderDict.Find( pShaderName ) != pTestDLL->m_ShaderDict.InvalidIndex() )
|
|
{
|
|
Error( "Game shader '%s' trying to override a base shader '%s'.", info.m_pFileName, pShaderName );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
info.m_ShaderDict.Insert( pShaderName, pShader );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cleans up the shader dictionary.
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::CleanupShaderDictionary( int nShaderDLLIndex )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finds a shader in the shader dictionary
|
|
//-----------------------------------------------------------------------------
|
|
IShader* CShaderSystem::FindShader( char const* pShaderName )
|
|
{
|
|
// FIXME: What kind of search order should we use here?
|
|
// I'm currently assuming last added, first searched.
|
|
for (int i = m_ShaderDLLs.Count(); --i >= 0; )
|
|
{
|
|
ShaderDLLInfo_t &info = m_ShaderDLLs[i];
|
|
unsigned short idx = info.m_ShaderDict.Find( pShaderName );
|
|
if ( idx != info.m_ShaderDict.InvalidIndex() )
|
|
{
|
|
return info.m_ShaderDict[idx];
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Used to iterate over all shaders for editing purposes
|
|
//-----------------------------------------------------------------------------
|
|
int CShaderSystem::ShaderCount() const
|
|
{
|
|
return GetShaders( 0, 65536, NULL );
|
|
}
|
|
|
|
int CShaderSystem::GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const
|
|
{
|
|
CUtlSymbolTable uniqueNames( 0, 512, true );
|
|
|
|
int nCount = 0;
|
|
int nActualCount = 0;
|
|
for ( int i = m_ShaderDLLs.Count(); --i >= 0; )
|
|
{
|
|
const ShaderDLLInfo_t &info = m_ShaderDLLs[i];
|
|
for ( unsigned short j = info.m_ShaderDict.First();
|
|
j != info.m_ShaderDict.InvalidIndex();
|
|
j = info.m_ShaderDict.Next( j ) )
|
|
{
|
|
// Don't add shaders twice
|
|
const char *pShaderName = info.m_ShaderDict.GetElementName( j );
|
|
if ( uniqueNames.Find( pShaderName ) != UTL_INVAL_SYMBOL )
|
|
continue;
|
|
|
|
// Indicate we've seen this shader
|
|
uniqueNames.AddString( pShaderName );
|
|
|
|
++nActualCount;
|
|
if ( nActualCount > nFirstShader )
|
|
{
|
|
if ( ppShaderList )
|
|
{
|
|
ppShaderList[ nCount ] = info.m_ShaderDict[j];
|
|
}
|
|
++nCount;
|
|
if ( nCount >= nMaxCount )
|
|
return nCount;
|
|
}
|
|
}
|
|
}
|
|
|
|
return nCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Methods of IShaderInit lie below
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets at the render pass info for this pass...
|
|
//-----------------------------------------------------------------------------
|
|
inline StateSnapshot_t CShaderSystem::CurrentStateSnapshot()
|
|
{
|
|
Assert( m_pRenderState );
|
|
Assert( m_nRenderPass < MAX_RENDER_PASSES );
|
|
Assert( m_nRenderPass < m_pRenderState->m_pSnapshots[m_nModulation].m_nPassCount );
|
|
return m_pRenderState->m_pSnapshots[m_nModulation].m_Snapshot[m_nRenderPass];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create debugging materials
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::CreateDebugMaterials()
|
|
{
|
|
if (m_pDebugMaterials[0])
|
|
return;
|
|
|
|
KeyValues *pVMTKeyValues[MATERIAL_DEBUG_COUNT];
|
|
|
|
int i;
|
|
for ( i = 0; i < MATERIAL_DEBUG_COUNT; ++i )
|
|
{
|
|
pVMTKeyValues[i] = new KeyValues( s_pDebugShaderName[i] );
|
|
}
|
|
|
|
pVMTKeyValues[MATERIAL_DEBUG_DEPTH_DECAL]->SetInt( "$decal", 1 );
|
|
|
|
for ( i = 0; i < MATERIAL_DEBUG_COUNT; ++i )
|
|
{
|
|
char shaderName[64];
|
|
Q_snprintf( shaderName, sizeof( shaderName ), "___%s_%d.vmt", s_pDebugShaderName[i], i );
|
|
m_pDebugMaterials[i] = static_cast<IMaterialInternal*>(MaterialSystem()->CreateMaterial( shaderName, pVMTKeyValues[i] ));
|
|
if( m_pDebugMaterials[i] )
|
|
m_pDebugMaterials[i] = m_pDebugMaterials[i]->GetRealTimeVersion();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cleans up the debugging materials
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::CleanUpDebugMaterials()
|
|
{
|
|
if (m_pDebugMaterials[0])
|
|
{
|
|
for ( int i = 0; i < MATERIAL_DEBUG_COUNT; ++i )
|
|
{
|
|
m_pDebugMaterials[i]->DecrementReferenceCount();
|
|
if ( m_pDebugMaterials[i]->InMaterialPage() )
|
|
{
|
|
MaterialSystem()->RemoveMaterialSubRect( m_pDebugMaterials[i] );
|
|
}
|
|
else
|
|
{
|
|
MaterialSystem()->RemoveMaterial( m_pDebugMaterials[i] );
|
|
}
|
|
m_pDebugMaterials[i] = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Deal with buffering of spew while doing shader draw so that we don't get
|
|
// recursive spew during precache due to fonts not being loaded, etc.
|
|
//-----------------------------------------------------------------------------
|
|
CThreadFastMutex g_StgoredSpewMutex;
|
|
void CShaderSystem::BufferSpew( SpewType_t spewType, const Color &c, const char *pMsg )
|
|
{
|
|
AUTO_LOCK( g_StgoredSpewMutex );
|
|
m_StoredSpew.PutInt( spewType );
|
|
m_StoredSpew.PutChar( c.r() );
|
|
m_StoredSpew.PutChar( c.g() );
|
|
m_StoredSpew.PutChar( c.b() );
|
|
m_StoredSpew.PutChar( c.a() );
|
|
m_StoredSpew.PutString( pMsg );
|
|
}
|
|
|
|
void CShaderSystem::PrintBufferedSpew( void )
|
|
{
|
|
AUTO_LOCK( g_StgoredSpewMutex );
|
|
while ( m_StoredSpew.GetBytesRemaining() > 0 )
|
|
{
|
|
SpewType_t spewType = (SpewType_t)m_StoredSpew.GetInt();
|
|
|
|
unsigned char r, g, b, a;
|
|
r = m_StoredSpew.GetChar();
|
|
g = m_StoredSpew.GetChar();
|
|
b = m_StoredSpew.GetChar();
|
|
a = m_StoredSpew.GetChar();
|
|
|
|
Color c( r, g, b, a );
|
|
|
|
int nLen = m_StoredSpew.PeekStringLength();
|
|
if ( nLen )
|
|
{
|
|
char *pBuf = (char*)_alloca( nLen );
|
|
m_StoredSpew.GetStringManualCharCount( pBuf, nLen );
|
|
ColorSpewMessage( spewType, &c, "%s", pBuf );
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_StoredSpew.Clear();
|
|
}
|
|
|
|
static SpewRetval_t MySpewOutputFunc( SpewType_t spewType, char const *pMsg )
|
|
{
|
|
AUTO_LOCK( g_StgoredSpewMutex );
|
|
Color c = *GetSpewOutputColor();
|
|
s_ShaderSystem.BufferSpew( spewType, c, pMsg );
|
|
|
|
switch( spewType )
|
|
{
|
|
case SPEW_MESSAGE:
|
|
case SPEW_WARNING:
|
|
case SPEW_LOG:
|
|
return SPEW_CONTINUE;
|
|
|
|
case SPEW_ASSERT:
|
|
case SPEW_ERROR:
|
|
default:
|
|
return SPEW_DEBUGGER;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Deals with shader draw
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::PrepForShaderDraw( IShader *pShader,
|
|
IMaterialVar** ppParams, ShaderRenderState_t* pRenderState, int nModulation )
|
|
{
|
|
Assert( !m_pRenderState );
|
|
|
|
// 360 runs the console remotely, spew cannot cause the matsys to be reentrant
|
|
// 360 sidesteps the other negative affect that *all* buffered spew redirects as warning text
|
|
if ( IsPC() || !IsX360() )
|
|
{
|
|
Assert( !m_SaveSpewOutput );
|
|
m_SaveSpewOutput = GetSpewOutputFunc();
|
|
SpewOutputFunc( MySpewOutputFunc );
|
|
}
|
|
|
|
m_pRenderState = pRenderState;
|
|
m_nModulation = nModulation;
|
|
m_nRenderPass = 0;
|
|
}
|
|
|
|
void CShaderSystem::DoneWithShaderDraw()
|
|
{
|
|
if ( IsPC() || !IsX360() )
|
|
{
|
|
SpewOutputFunc( m_SaveSpewOutput );
|
|
PrintBufferedSpew();
|
|
m_SaveSpewOutput = NULL;
|
|
}
|
|
|
|
m_pRenderState = NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Call the SHADER_PARAM_INIT block of the shaders
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::InitShaderParameters( IShader *pShader, IMaterialVar **params, const char *pMaterialName )
|
|
{
|
|
// Let the derived class do its thing
|
|
PrepForShaderDraw( pShader, params, 0, 0 );
|
|
pShader->InitShaderParams( params, pMaterialName );
|
|
DoneWithShaderDraw();
|
|
|
|
// Set up color + alpha defaults
|
|
if (!params[COLOR]->IsDefined())
|
|
{
|
|
params[COLOR]->SetVecValue( 1.0f, 1.0f, 1.0f );
|
|
}
|
|
|
|
if (!params[ALPHA]->IsDefined())
|
|
{
|
|
params[ALPHA]->SetFloatValue( 1.0f );
|
|
}
|
|
|
|
// Initialize all shader params based on their type...
|
|
int i;
|
|
for ( i = pShader->GetNumParams(); --i >= 0; )
|
|
{
|
|
// Don't initialize parameters that are already set up
|
|
if (params[i]->IsDefined())
|
|
continue;
|
|
|
|
int type = pShader->GetParamType( i );
|
|
switch( type )
|
|
{
|
|
case SHADER_PARAM_TYPE_TEXTURE:
|
|
// Do nothing; we'll be loading in a string later
|
|
break;
|
|
case SHADER_PARAM_TYPE_STRING:
|
|
// Do nothing; we'll be loading in a string later
|
|
break;
|
|
case SHADER_PARAM_TYPE_MATERIAL:
|
|
params[i]->SetMaterialValue( NULL );
|
|
break;
|
|
case SHADER_PARAM_TYPE_BOOL:
|
|
case SHADER_PARAM_TYPE_INTEGER:
|
|
params[i]->SetIntValue( 0 );
|
|
break;
|
|
case SHADER_PARAM_TYPE_COLOR:
|
|
params[i]->SetVecValue( 1.0f, 1.0f, 1.0f );
|
|
break;
|
|
case SHADER_PARAM_TYPE_VEC2:
|
|
params[i]->SetVecValue( 0.0f, 0.0f );
|
|
break;
|
|
case SHADER_PARAM_TYPE_VEC3:
|
|
params[i]->SetVecValue( 0.0f, 0.0f, 0.0f );
|
|
break;
|
|
case SHADER_PARAM_TYPE_VEC4:
|
|
params[i]->SetVecValue( 0.0f, 0.0f, 0.0f, 0.0f );
|
|
break;
|
|
case SHADER_PARAM_TYPE_FLOAT:
|
|
params[i]->SetFloatValue( 0 );
|
|
break;
|
|
case SHADER_PARAM_TYPE_FOURCC:
|
|
params[i]->SetFourCCValue( 0, 0 );
|
|
break;
|
|
case SHADER_PARAM_TYPE_MATRIX:
|
|
{
|
|
VMatrix identity;
|
|
MatrixSetIdentity( identity );
|
|
params[i]->SetMatrixValue( identity );
|
|
}
|
|
break;
|
|
case SHADER_PARAM_TYPE_MATRIX4X2:
|
|
{
|
|
VMatrix identity;
|
|
MatrixSetIdentity( identity );
|
|
params[i]->SetMatrixValue( identity );
|
|
}
|
|
break;
|
|
|
|
|
|
default:
|
|
Assert(0);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Call the SHADER_INIT block of the shaders
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::InitShaderInstance( IShader *pShader, IMaterialVar **params, const char *pMaterialName, const char *pTextureGroupName )
|
|
{
|
|
// Let the derived class do its thing
|
|
PrepForShaderDraw( pShader, params, 0, 0 );
|
|
pShader->InitShaderInstance( params, ShaderSystem(), pMaterialName, pTextureGroupName );
|
|
DoneWithShaderDraw();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Compute snapshots for all combinations of alpha + color modulation
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::InitRenderStateFlags( ShaderRenderState_t* pRenderState, int numParams, IMaterialVar **params )
|
|
{
|
|
// Compute vertex format and flags
|
|
pRenderState->m_Flags = 0;
|
|
|
|
// Make sure the shader don't force these flags. . they are automatically computed.
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) );
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) );
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) );
|
|
|
|
// If we are in release mode, just go ahead and clear in case the above is screwed up.
|
|
pRenderState->m_Flags &= ~SHADER_OPACITY_MASK;
|
|
|
|
/*
|
|
// HACK: Also kind of gross; turn off bump lightmapping for low-end
|
|
if (g_config.bUseGraphics && !HardwareConfig()->SupportsVertexAndPixelShaders())
|
|
{
|
|
pRenderState->m_Flags &= ~SHADER_NEEDS_BUMPED_LIGHTMAPS;
|
|
}
|
|
*/
|
|
/*
|
|
// HACK: more grossness!!! turn off bump lightmapping if we don't have a bumpmap
|
|
// Shaders should specify SHADER_NEEDS_BUMPED_LIGHTMAPS if they might need a bumpmap,
|
|
// and this'll take care of getting rid of it if it isn't there.
|
|
if( pRenderState->m_Flags & SHADER_NEEDS_BUMPED_LIGHTMAPS )
|
|
{
|
|
pRenderState->m_Flags &= ~SHADER_NEEDS_BUMPED_LIGHTMAPS;
|
|
for( int i = 0; i < numParams; i++ )
|
|
{
|
|
if( stricmp( params[i]->GetName(), "$bumpmap" ) == 0 )
|
|
{
|
|
if( params[i]->IsDefined() )
|
|
{
|
|
const char *blah = params[i]->GetStringValue();
|
|
pRenderState->m_Flags |= SHADER_NEEDS_BUMPED_LIGHTMAPS;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes flags from a particular snapshot
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::ComputeRenderStateFlagsFromSnapshot( ShaderRenderState_t* pRenderState )
|
|
{
|
|
// When computing the flags, use the snapshot that has no alpha or color
|
|
// modulation. When asking for translucency, we'll have to check for
|
|
// alpha modulation in addition to checking the TRANSLUCENT flag.
|
|
|
|
// I have to do it this way because I'm really wanting to treat alpha
|
|
// modulation as a dynamic state, even though it's being used to compute
|
|
// shadow state. I still want to use it to compute shadow state though
|
|
// because it's somewhat complicated code that I'd rather precache.
|
|
|
|
StateSnapshot_t snapshot = pRenderState->m_pSnapshots[0].m_Snapshot[0];
|
|
|
|
// Automatically compute if the snapshot is transparent or not
|
|
if ( g_pShaderAPI->IsTranslucent( snapshot ) )
|
|
{
|
|
pRenderState->m_Flags |= SHADER_OPACITY_TRANSLUCENT;
|
|
}
|
|
else
|
|
{
|
|
if ( g_pShaderAPI->IsAlphaTested( snapshot ) )
|
|
{
|
|
pRenderState->m_Flags |= SHADER_OPACITY_ALPHATEST;
|
|
}
|
|
else
|
|
{
|
|
pRenderState->m_Flags |= SHADER_OPACITY_OPAQUE;
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
if( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT )
|
|
{
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) );
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) );
|
|
}
|
|
if( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST )
|
|
{
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) );
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE ) );
|
|
}
|
|
if( pRenderState->m_Flags & SHADER_OPACITY_OPAQUE )
|
|
{
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_ALPHATEST ) );
|
|
Assert( !( pRenderState->m_Flags & SHADER_OPACITY_TRANSLUCENT ) );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initializes state snapshots
|
|
//-----------------------------------------------------------------------------
|
|
#ifdef _DEBUG
|
|
#pragma warning (disable:4189)
|
|
#endif
|
|
|
|
int CShaderSystem::GetModulationSnapshotCount( IMaterialVar **params )
|
|
{
|
|
int nSnapshotCount = SnapshotTypeCount();
|
|
if ( !MaterialSystem()->CanUseEditorMaterials() )
|
|
{
|
|
if( !IsFlag2Set( params, MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS ) )
|
|
{
|
|
nSnapshotCount /= 2;
|
|
}
|
|
}
|
|
|
|
return nSnapshotCount;
|
|
}
|
|
|
|
void CShaderSystem::InitStateSnapshots( IShader *pShader, IMaterialVar **params, ShaderRenderState_t* pRenderState )
|
|
{
|
|
#ifdef _DEBUG
|
|
if ( IsFlagSet( params, MATERIAL_VAR_DEBUG ) )
|
|
{
|
|
// Putcher breakpoint here to catch the rendering of a material
|
|
// marked for debugging ($debug = 1 in a .vmt file) shadow state version
|
|
int x = 0;
|
|
}
|
|
#endif
|
|
|
|
// Store off the current alpha + color modulations
|
|
float alpha;
|
|
float color[3];
|
|
params[COLOR]->GetVecValue( color, 3 );
|
|
alpha = params[ALPHA]->GetFloatValue( );
|
|
bool bBakedLighting = IsFlag2Set( params, MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
|
|
bool bFlashlight = IsFlag2Set( params, MATERIAL_VAR2_USE_FLASHLIGHT );
|
|
bool bEditor = IsFlag2Set( params, MATERIAL_VAR2_USE_EDITOR );
|
|
// bool bSupportsFlashlight = IsFlag2Set( params, MATERIAL_VAR2_SUPPORTS_FLASHLIGHT );
|
|
float white[3] = { 1, 1, 1 };
|
|
float grey[3] = { .5, .5, .5 };
|
|
|
|
int nSnapshotCount = GetModulationSnapshotCount( params );
|
|
|
|
// If the current mod does not use the flashlight, skip all flashlight snapshots (saves a ton of memory)
|
|
bool bModUsesFlashlight = ( mat_supportflashlight.GetInt() != 0 );
|
|
|
|
for (int i = 0; i < nSnapshotCount; ++i)
|
|
{
|
|
if ( ( i & SHADER_USING_FLASHLIGHT ) &&
|
|
!bModUsesFlashlight )
|
|
{
|
|
pRenderState->m_pSnapshots[i].m_nPassCount = 0;
|
|
continue;
|
|
}
|
|
|
|
// Set modulation to force particular code paths
|
|
if (i & SHADER_USING_COLOR_MODULATION)
|
|
{
|
|
params[COLOR]->SetVecValue( grey, 3 );
|
|
}
|
|
else
|
|
{
|
|
params[COLOR]->SetVecValue( white, 3 );
|
|
}
|
|
|
|
if (i & SHADER_USING_ALPHA_MODULATION)
|
|
{
|
|
params[ALPHA]->SetFloatValue( grey[0] );
|
|
}
|
|
else
|
|
{
|
|
params[ALPHA]->SetFloatValue( white[0] );
|
|
}
|
|
|
|
if ( i & SHADER_USING_FLASHLIGHT )
|
|
{
|
|
// if ( !bSupportsFlashlight )
|
|
// {
|
|
// pRenderState->m_pSnapshots[i].m_nPassCount = 0;
|
|
// continue;
|
|
// }
|
|
SET_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT );
|
|
}
|
|
else
|
|
{
|
|
CLEAR_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT );
|
|
}
|
|
|
|
if ( i & SHADER_USING_EDITOR )
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_USE_EDITOR );
|
|
}
|
|
else
|
|
{
|
|
CLEAR_FLAGS2( MATERIAL_VAR2_USE_EDITOR );
|
|
}
|
|
|
|
if ( i & SHADER_USING_FIXED_FUNCTION_BAKED_LIGHTING )
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
|
|
}
|
|
else
|
|
{
|
|
CLEAR_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
|
|
}
|
|
|
|
PrepForShaderDraw( pShader, params, pRenderState, i );
|
|
|
|
// Now snapshot how we're going to draw
|
|
pRenderState->m_pSnapshots[i].m_nPassCount = 0;
|
|
pShader->DrawElements( params, i, g_pShaderShadow, 0, VERTEX_COMPRESSION_NONE, &(pRenderState->m_pSnapshots[i].m_pContextData[0] ) );
|
|
DoneWithShaderDraw();
|
|
}
|
|
|
|
// Restore alpha + color modulation
|
|
params[COLOR]->SetVecValue( color, 3 );
|
|
params[ALPHA]->SetFloatValue( alpha );
|
|
if( bBakedLighting )
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
|
|
}
|
|
else
|
|
{
|
|
CLEAR_FLAGS2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
|
|
}
|
|
|
|
if( bEditor )
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_USE_EDITOR );
|
|
}
|
|
else
|
|
{
|
|
CLEAR_FLAGS2( MATERIAL_VAR2_USE_EDITOR );
|
|
}
|
|
|
|
if( bFlashlight )
|
|
{
|
|
SET_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT );
|
|
}
|
|
else
|
|
{
|
|
CLEAR_FLAGS2( MATERIAL_VAR2_USE_FLASHLIGHT );
|
|
}
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
#pragma warning (default:4189)
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper to count texture coordinates
|
|
//-----------------------------------------------------------------------------
|
|
static int NumTextureCoordinates( VertexFormat_t vertexFormat )
|
|
{
|
|
// FIXME: this is a duplicate of the function in meshdx8.cpp
|
|
int nTexCoordCount = 0;
|
|
for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i )
|
|
{
|
|
if ( TexCoordSize( i, vertexFormat ) == 0 )
|
|
continue;
|
|
++nTexCoordCount;
|
|
}
|
|
return nTexCoordCount;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Displays the vertex format
|
|
//-----------------------------------------------------------------------------
|
|
static void OutputVertexFormat( VertexFormat_t format )
|
|
{
|
|
// FIXME: this is a duplicate of the function in meshdx8.cpp
|
|
VertexCompressionType_t compressionType = CompressionType( format );
|
|
|
|
if( format & VERTEX_POSITION )
|
|
{
|
|
Warning( "VERTEX_POSITION|" );
|
|
}
|
|
if( format & VERTEX_NORMAL )
|
|
{
|
|
if ( compressionType == VERTEX_COMPRESSION_ON )
|
|
Warning( "VERTEX_NORMAL[COMPRESSED]|" );
|
|
else
|
|
Warning( "VERTEX_NORMAL|" );
|
|
}
|
|
if( format & VERTEX_COLOR )
|
|
{
|
|
Warning( "VERTEX_COLOR|" );
|
|
}
|
|
if( format & VERTEX_SPECULAR )
|
|
{
|
|
Warning( "VERTEX_SPECULAR|" );
|
|
}
|
|
if( format & VERTEX_TANGENT_S )
|
|
{
|
|
Warning( "VERTEX_TANGENT_S|" );
|
|
}
|
|
if( format & VERTEX_TANGENT_T )
|
|
{
|
|
Warning( "VERTEX_TANGENT_T|" );
|
|
}
|
|
if( format & VERTEX_BONE_INDEX )
|
|
{
|
|
Warning( "VERTEX_BONE_INDEX|" );
|
|
}
|
|
if( format & VERTEX_FORMAT_VERTEX_SHADER )
|
|
{
|
|
Warning( "VERTEX_FORMAT_VERTEX_SHADER|" );
|
|
}
|
|
Warning( "\nBone weights: %d\n", NumBoneWeights( format ) );
|
|
Warning( "user data size: %d (%s)\n", UserDataSize( format ),
|
|
( CompressionType( format ) == VERTEX_COMPRESSION_ON ? "compressed" : "uncompressed" ) );
|
|
Warning( "num tex coords: %d\n", NumTextureCoordinates( format ) );
|
|
// NOTE: This doesn't print texcoord sizes.
|
|
}
|
|
|
|
|
|
#ifdef _DEBUG
|
|
static bool IsVertexFormatSubsetOfVertexformat( VertexFormat_t subset, VertexFormat_t superset )
|
|
{
|
|
subset &= ~VERTEX_FORMAT_USE_EXACT_FORMAT;
|
|
superset &= ~VERTEX_FORMAT_USE_EXACT_FORMAT;
|
|
|
|
// Test the flags
|
|
if( VertexFlags( subset ) & VertexFlags( ~superset ) )
|
|
return false;
|
|
|
|
// Test bone weights
|
|
if( NumBoneWeights( subset ) > NumBoneWeights( superset ) )
|
|
return false;
|
|
|
|
// Test user data size
|
|
if( UserDataSize( subset ) > UserDataSize( superset ) )
|
|
return false;
|
|
|
|
// Test the texcoord dimensions
|
|
for( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ )
|
|
{
|
|
if( TexCoordSize( i, subset ) > TexCoordSize( i, superset ) )
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds state snapshots to the render list
|
|
//-----------------------------------------------------------------------------
|
|
static void AddSnapshotsToList( RenderPassList_t *pPassList, int &nSnapshotID, StateSnapshot_t *pSnapshots )
|
|
{
|
|
int nNumPassSnapshots = pPassList->m_nPassCount;
|
|
for( int i = 0; i < nNumPassSnapshots; ++i )
|
|
{
|
|
pSnapshots[nSnapshotID] = pPassList->m_Snapshot[i];
|
|
nSnapshotID++;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes vertex format + usage from a particular snapshot
|
|
//-----------------------------------------------------------------------------
|
|
bool CShaderSystem::ComputeVertexFormatFromSnapshot( IMaterialVar **params, ShaderRenderState_t* pRenderState )
|
|
{
|
|
// When computing the usage, use the snapshot that has no alpha or color
|
|
// modulation. We need the usage + format to be the same for all
|
|
// combinations of alpha + color modulation, though, or we are asking for
|
|
// trouble.
|
|
int nModulationSnapshotCount = GetModulationSnapshotCount( params );
|
|
int numSnapshots = pRenderState->m_pSnapshots[0].m_nPassCount;
|
|
if (nModulationSnapshotCount >= SHADER_USING_FLASHLIGHT)
|
|
{
|
|
numSnapshots += pRenderState->m_pSnapshots[SHADER_USING_FLASHLIGHT].m_nPassCount;
|
|
}
|
|
if ( MaterialSystem()->CanUseEditorMaterials() )
|
|
{
|
|
numSnapshots += pRenderState->m_pSnapshots[SHADER_USING_EDITOR].m_nPassCount;
|
|
}
|
|
|
|
StateSnapshot_t* pSnapshots = (StateSnapshot_t*)stackalloc(
|
|
numSnapshots * sizeof(StateSnapshot_t) );
|
|
|
|
int snapshotID = 0;
|
|
AddSnapshotsToList( &pRenderState->m_pSnapshots[0], snapshotID, pSnapshots );
|
|
if (nModulationSnapshotCount >= SHADER_USING_FLASHLIGHT)
|
|
{
|
|
AddSnapshotsToList( &pRenderState->m_pSnapshots[SHADER_USING_FLASHLIGHT], snapshotID, pSnapshots );
|
|
}
|
|
if ( MaterialSystem()->CanUseEditorMaterials() )
|
|
{
|
|
AddSnapshotsToList( &pRenderState->m_pSnapshots[SHADER_USING_EDITOR], snapshotID, pSnapshots );
|
|
}
|
|
|
|
Assert( snapshotID == numSnapshots );
|
|
|
|
pRenderState->m_VertexUsage = g_pShaderAPI->ComputeVertexUsage( numSnapshots, pSnapshots );
|
|
pRenderState->m_MorphFormat = g_pShaderAPI->ComputeMorphFormat( numSnapshots, pSnapshots );
|
|
|
|
#ifdef _DEBUG
|
|
// Make sure all modulation combinations match vertex usage
|
|
for ( int mod = 1; mod < nModulationSnapshotCount; ++mod )
|
|
{
|
|
int numSnapshotsTest = pRenderState->m_pSnapshots[mod].m_nPassCount;
|
|
StateSnapshot_t* pSnapshotsTest = (StateSnapshot_t*)_alloca(
|
|
numSnapshotsTest * sizeof(StateSnapshot_t) );
|
|
|
|
for (int i = 0; i < numSnapshotsTest; ++i)
|
|
{
|
|
pSnapshotsTest[i] = pRenderState->m_pSnapshots[mod].m_Snapshot[i];
|
|
}
|
|
|
|
VertexFormat_t usageTest = g_pShaderAPI->ComputeVertexUsage( numSnapshotsTest, pSnapshotsTest );
|
|
Assert( IsVertexFormatSubsetOfVertexformat( usageTest, pRenderState->m_VertexUsage ) );
|
|
}
|
|
#endif
|
|
|
|
if ( IsPC() )
|
|
{
|
|
pRenderState->m_VertexFormat = g_pShaderAPI->ComputeVertexFormat( numSnapshots, pSnapshots );
|
|
}
|
|
else
|
|
{
|
|
pRenderState->m_VertexFormat = pRenderState->m_VertexUsage;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// go through each param and make sure it is the right type, load textures,
|
|
// compute state snapshots and vertex types, etc.
|
|
//-----------------------------------------------------------------------------
|
|
bool CShaderSystem::InitRenderState( IShader *pShader, int numParams, IMaterialVar **params, ShaderRenderState_t* pRenderState, char const* pMaterialName )
|
|
{
|
|
Assert( !m_pRenderState );
|
|
|
|
// Initialize render state flags
|
|
InitRenderStateFlags( pRenderState, numParams, params );
|
|
|
|
// Compute state snapshots for each combination of alpha + color
|
|
InitStateSnapshots( pShader, params, pRenderState );
|
|
|
|
// Compute other infomation for the render state based on snapshots
|
|
if (pRenderState->m_pSnapshots[0].m_nPassCount == 0)
|
|
{
|
|
Warning( "Material \"%s\":\n No render states in shader \"%s\"\n", pMaterialName, pShader->GetName() );
|
|
return false;
|
|
}
|
|
|
|
// Set a couple additional flags based on the render state
|
|
ComputeRenderStateFlagsFromSnapshot( pRenderState );
|
|
|
|
// Compute the vertex format + usage from the snapshot
|
|
if ( !ComputeVertexFormatFromSnapshot( params, pRenderState ) )
|
|
{
|
|
// warn.. return a null render state...
|
|
Warning("Material \"%s\":\n Shader \"%s\" can't be used with models!\n", pMaterialName, pShader->GetName() );
|
|
CleanupRenderState( pRenderState );
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// When you're done with the shader, be sure to call this to clean up
|
|
void CShaderSystem::CleanupRenderState( ShaderRenderState_t* pRenderState )
|
|
{
|
|
if (pRenderState)
|
|
{
|
|
int nSnapshotCount = SnapshotTypeCount();
|
|
// kill context data
|
|
// Indicate no passes for any of the snapshot lists
|
|
RenderPassList_t *pTemp = pRenderState->m_pSnapshots;
|
|
for(int i = 0; i < nSnapshotCount; i++ )
|
|
{
|
|
for(int j = 0 ; j < pRenderState->m_pSnapshots[i].m_nPassCount; j++ )
|
|
if ( pTemp[i].m_pContextData[j] )
|
|
{
|
|
delete pTemp[i].m_pContextData[j];
|
|
pTemp[i].m_pContextData[j] = NULL;
|
|
}
|
|
pRenderState->m_pSnapshots[i].m_nPassCount = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Does the rendering!
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::DrawElements( IShader *pShader, IMaterialVar **params,
|
|
ShaderRenderState_t* pRenderState,
|
|
VertexCompressionType_t vertexCompression,
|
|
uint32 nMaterialVarChangeTimeStamp )
|
|
{
|
|
VPROF("CShaderSystem::DrawElements");
|
|
|
|
g_pShaderAPI->InvalidateDelayedShaderConstants();
|
|
// Compute modulation...
|
|
int mod = pShader->ComputeModulationFlags( params, g_pShaderAPI );
|
|
|
|
// No snapshots? do nothing.
|
|
if ( pRenderState->m_pSnapshots[mod].m_nPassCount == 0 )
|
|
return;
|
|
|
|
// If we're rendering a model, gotta have skinning matrices
|
|
int materialVarFlags = params[FLAGS]->GetIntValue();
|
|
if ( (( materialVarFlags & MATERIAL_VAR_MODEL ) != 0) ||
|
|
( IsFlag2Set( params, MATERIAL_VAR2_SUPPORTS_HW_SKINNING ) && ( g_pShaderAPI->GetCurrentNumBones() > 0 )) )
|
|
{
|
|
g_pShaderAPI->SetSkinningMatrices( );
|
|
}
|
|
|
|
// FIXME: need one conditional that we calculate once a frame for debug or not with everything debug under that.
|
|
#ifndef DX_TO_GL_ABSTRACTION
|
|
if ( ( ( g_config.bMeasureFillRate || g_config.bVisualizeFillRate ) &&
|
|
( ( materialVarFlags & MATERIAL_VAR_USE_IN_FILLRATE_MODE ) == 0 ) ) )
|
|
{
|
|
DrawMeasureFillRate( pRenderState, mod, vertexCompression );
|
|
}
|
|
else
|
|
#endif
|
|
if( ( g_config.bShowNormalMap || g_config.nShowMipLevels == 2 ) &&
|
|
( IsFlag2Set( params, MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ) ||
|
|
IsFlag2Set( params, MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL ) ) )
|
|
{
|
|
DrawNormalMap( pShader, params, vertexCompression );
|
|
}
|
|
#if defined(DEBUG_DEPTH)
|
|
else if ( mat_debugdepth.GetInt() && ((materialVarFlags & MATERIAL_VAR_NO_DEBUG_OVERRIDE) == 0) )
|
|
{
|
|
int nIndex = 0;
|
|
if ( IsFlagSet( params, MATERIAL_VAR_DECAL ) )
|
|
{
|
|
nIndex |= 0x1;
|
|
}
|
|
IMaterialInternal *pDebugMaterial = m_pDebugMaterials[ MATERIAL_DEBUG_DEPTH + nIndex ];
|
|
if ( !g_pShaderAPI->IsDepthWriteEnabled( pRenderState->m_Snapshots[mod].m_Snapshot[0] ) )
|
|
{
|
|
pDebugMaterial = m_pDebugMaterials[MATERIAL_DEBUG_WIREFRAME];
|
|
}
|
|
|
|
DrawUsingMaterial( pDebugMaterial, vertexCompression );
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
g_pShaderAPI->SetDefaultState();
|
|
|
|
// If we're rendering flat, turn on flat mode...
|
|
if (materialVarFlags & MATERIAL_VAR_FLAT)
|
|
{
|
|
g_pShaderAPI->ShadeMode( SHADER_FLAT );
|
|
}
|
|
|
|
PrepForShaderDraw( pShader, params, pRenderState, mod );
|
|
g_pShaderAPI->BeginPass( CurrentStateSnapshot() );
|
|
|
|
CBasePerMaterialContextData ** pContextDataPtr =
|
|
&( m_pRenderState->m_pSnapshots[m_nModulation].m_pContextData[m_nRenderPass] );
|
|
|
|
if ( *pContextDataPtr && ( (*pContextDataPtr)->m_nVarChangeID != nMaterialVarChangeTimeStamp ) )
|
|
{
|
|
(*pContextDataPtr)->m_bMaterialVarsChanged = true;
|
|
(*pContextDataPtr)->m_nVarChangeID = nMaterialVarChangeTimeStamp;
|
|
}
|
|
|
|
pShader->DrawElements(
|
|
params, mod, 0, g_pShaderAPI, vertexCompression,
|
|
&( m_pRenderState->m_pSnapshots[m_nModulation].m_pContextData[m_nRenderPass] ) );
|
|
DoneWithShaderDraw();
|
|
}
|
|
|
|
MaterialSystem()->ForceDepthFuncEquals( false );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we using graphics?
|
|
//-----------------------------------------------------------------------------
|
|
bool CShaderSystem::IsUsingGraphics() const
|
|
{
|
|
// YWB Hack if running with -noshaderapi/-makereslists this forces materials to "precache" which means they will resolve their .vtf files for
|
|
// things like normal/height/dudv maps...
|
|
if ( m_bForceUsingGraphicsReturnTrue )
|
|
return true;
|
|
|
|
return g_pShaderDevice->IsUsingGraphics();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we using the editor materials?
|
|
//-----------------------------------------------------------------------------
|
|
bool CShaderSystem::CanUseEditorMaterials() const
|
|
{
|
|
return MaterialSystem()->CanUseEditorMaterials();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Takes a snapshot
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::TakeSnapshot( )
|
|
{
|
|
Assert( m_pRenderState );
|
|
Assert( m_nModulation < SnapshotTypeCount() );
|
|
|
|
if( g_pHardwareConfig->SupportsPixelShaders_2_b() )
|
|
{
|
|
//enable linear->gamma srgb conversion lookup texture
|
|
g_pShaderShadow->EnableTexture( SHADER_SAMPLER15, true );
|
|
g_pShaderShadow->EnableSRGBRead( SHADER_SAMPLER15, true );
|
|
}
|
|
|
|
RenderPassList_t& snapshotList = m_pRenderState->m_pSnapshots[m_nModulation];
|
|
|
|
// Take a snapshot...
|
|
snapshotList.m_Snapshot[snapshotList.m_nPassCount] = g_pShaderAPI->TakeSnapshot();
|
|
++snapshotList.m_nPassCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws a snapshot
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::DrawSnapshot( bool bMakeActualDrawCall )
|
|
{
|
|
Assert( m_pRenderState );
|
|
RenderPassList_t& snapshotList = m_pRenderState->m_pSnapshots[m_nModulation];
|
|
|
|
int nPassCount = snapshotList.m_nPassCount;
|
|
Assert( m_nRenderPass < nPassCount );
|
|
|
|
if ( bMakeActualDrawCall )
|
|
{
|
|
g_pShaderAPI->RenderPass( m_nRenderPass, nPassCount );
|
|
}
|
|
|
|
g_pShaderAPI->InvalidateDelayedShaderConstants();
|
|
if (++m_nRenderPass < nPassCount)
|
|
{
|
|
g_pShaderAPI->BeginPass( CurrentStateSnapshot() );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Debugging material methods below
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws a using a particular material..
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::DrawUsingMaterial( IMaterialInternal *pMaterial, VertexCompressionType_t vertexCompression )
|
|
{
|
|
ShaderRenderState_t *pRenderState = pMaterial->GetRenderState();
|
|
g_pShaderAPI->SetDefaultState( );
|
|
|
|
IShader *pShader = pMaterial->GetShader();
|
|
int nMod = pShader->ComputeModulationFlags( pMaterial->GetShaderParams(), g_pShaderAPI );
|
|
PrepForShaderDraw( pShader, pMaterial->GetShaderParams(), pRenderState, nMod );
|
|
g_pShaderAPI->BeginPass( pRenderState->m_pSnapshots[nMod].m_Snapshot[0] );
|
|
pShader->DrawElements( pMaterial->GetShaderParams(), nMod, 0, g_pShaderAPI, vertexCompression,
|
|
&( pRenderState->m_pSnapshots[nMod].m_pContextData[0] ) );
|
|
DoneWithShaderDraw( );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Copies material vars
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::CopyMaterialVarToDebugShader( IMaterialInternal *pDebugMaterial, IShader *pShader, IMaterialVar **ppParams, const char *pSrcVarName, const char *pDstVarName )
|
|
{
|
|
bool bFound;
|
|
IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( pDstVarName ? pDstVarName : pSrcVarName, &bFound );
|
|
Assert( bFound );
|
|
|
|
for( int i = pShader->GetNumParams(); --i >= 0; )
|
|
{
|
|
if( !Q_stricmp( ppParams[i]->GetName( ), pSrcVarName ) )
|
|
{
|
|
pMaterialVar->CopyFrom( ppParams[i] );
|
|
return;
|
|
}
|
|
}
|
|
|
|
pMaterialVar->SetUndefined();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws the puppy in fill rate mode...
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::DrawMeasureFillRate( ShaderRenderState_t* pRenderState, int mod, VertexCompressionType_t vertexCompression )
|
|
{
|
|
int nPassCount = pRenderState->m_pSnapshots[mod].m_nPassCount;
|
|
|
|
// We require the use of a vertex shader rather than fixed function transforms
|
|
Assert( (VertexFlags(pRenderState->m_VertexFormat) & VERTEX_FORMAT_VERTEX_SHADER) != 0 );
|
|
|
|
IMaterialInternal *pMaterial = m_pDebugMaterials[ MATERIAL_FILL_RATE ];
|
|
|
|
bool bFound;
|
|
IMaterialVar *pMaterialVar = pMaterial->FindVar( "$passcount", &bFound );
|
|
pMaterialVar->SetIntValue( nPassCount );
|
|
DrawUsingMaterial( pMaterial, vertexCompression );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws normalmaps
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::DrawNormalMap( IShader *pShader, IMaterialVar **ppParams, VertexCompressionType_t vertexCompression )
|
|
{
|
|
IMaterialInternal *pDebugMaterial = m_pDebugMaterials[MATERIAL_DEBUG_NORMALMAP];
|
|
|
|
if( !g_config.m_bFastNoBump )
|
|
{
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpmap" );
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpframe" );
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumptransform" );
|
|
}
|
|
else
|
|
{
|
|
bool bFound;
|
|
IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( "$bumpmap", &bFound );
|
|
Assert( bFound );
|
|
|
|
pMaterialVar->SetUndefined();
|
|
}
|
|
|
|
DrawUsingMaterial( pDebugMaterial, vertexCompression );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Draws envmapmask
|
|
//-----------------------------------------------------------------------------
|
|
bool CShaderSystem::DrawEnvmapMask( IShader *pShader, IMaterialVar **ppParams,
|
|
ShaderRenderState_t* pRenderState, VertexCompressionType_t vertexCompression )
|
|
{
|
|
// FIXME! Make this work with fixed function.
|
|
int vertexFormat = pRenderState->m_VertexFormat;
|
|
bool bUsesVertexShader = (VertexFlags(vertexFormat) & VERTEX_FORMAT_VERTEX_SHADER) != 0;
|
|
if( !bUsesVertexShader )
|
|
{
|
|
Assert( 0 );
|
|
return false;
|
|
}
|
|
IMaterialInternal *pDebugMaterial = m_pDebugMaterials[ MATERIAL_DEBUG_ENVMAPMASK ];
|
|
|
|
bool bFound;
|
|
IMaterialVar *pMaterialVar = pDebugMaterial->FindVar( "$showalpha", &bFound );
|
|
Assert( bFound );
|
|
|
|
if( IsFlagSet( ppParams, MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) )
|
|
{
|
|
// $bumpmap
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpmap", "$basetexture" );
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumpframe", "$frame" );
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$bumptransform", "$basetexturetransform" );
|
|
pMaterialVar->SetIntValue( 1 );
|
|
}
|
|
else if( IsFlagSet( ppParams, MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
|
|
{
|
|
// $basealphaenvmapmask
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$basetexture" );
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$frame" );
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$basetexturetransform" );
|
|
pMaterialVar->SetIntValue( 1 );
|
|
}
|
|
else
|
|
{
|
|
// $envmapmask
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmask", "$basetexture" );
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmaskframe", "$frame" );
|
|
CopyMaterialVarToDebugShader( pDebugMaterial, pShader, ppParams, "$envmapmasktransform", "$basetexturetransform" );
|
|
pMaterialVar->SetIntValue( 0 );
|
|
}
|
|
|
|
if( pDebugMaterial->FindVar( "$basetexture", NULL )->IsTexture() )
|
|
{
|
|
DrawUsingMaterial( pDebugMaterial, vertexCompression );
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Methods of IShaderSystem lie below
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
ShaderAPITextureHandle_t CShaderSystem::GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel )
|
|
{
|
|
Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
|
|
|
|
// Bind away baby
|
|
if( pTexture )
|
|
{
|
|
// This is ugly. Basically, this is yet another way that textures can be bound. They don't get bound here,
|
|
// but the return is only used to bind them for semistatic command buffer building, which doesn't go through
|
|
// CTexture::Bind for whatever reason. So let's request the mipmaps here. If you run into this, in a situation
|
|
// where we shouldn't be doing the request, we could relocate this code to the appropriate callsites instead.
|
|
ITextureInternal* pTex = assert_cast< ITextureInternal* >( pTexture );
|
|
TextureManager()->RequestAllMipmaps( pTex );
|
|
|
|
return pTex->GetTextureHandle( nFrame, nTextureChannel );
|
|
}
|
|
else
|
|
return INVALID_SHADERAPI_TEXTURE_HANDLE;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Binds a texture
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::BindTexture( Sampler_t sampler1, ITexture *pTexture, int nFrame /* = 0 */ )
|
|
{
|
|
// The call to IMaterialVar::GetTextureValue should have converted this to a real thing
|
|
Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
|
|
|
|
// Bind away baby
|
|
if( pTexture )
|
|
{
|
|
static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame );
|
|
}
|
|
}
|
|
|
|
|
|
void CShaderSystem::BindTexture( Sampler_t sampler1, Sampler_t sampler2, ITexture *pTexture, int nFrame /* = 0 */ )
|
|
{
|
|
// The call to IMaterialVar::GetTextureValue should have converted this to a real thing
|
|
Assert( !IsTextureInternalEnvCubemap( static_cast<ITextureInternal*>(pTexture) ) );
|
|
|
|
// Bind away baby
|
|
if( pTexture )
|
|
{
|
|
if ( sampler2 == Sampler_t(-1) )
|
|
{
|
|
static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame );
|
|
}
|
|
else
|
|
{
|
|
static_cast<ITextureInternal*>(pTexture)->Bind( sampler1, nFrame, sampler2 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Methods of IShaderInit lie below
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads a texture
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::LoadTexture( IMaterialVar *pTextureVar, const char *pTextureGroupName, int nAdditionalCreationFlags /* = 0 */ )
|
|
{
|
|
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING)
|
|
{
|
|
// This here will cause 'UNDEFINED' material vars
|
|
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE)
|
|
{
|
|
pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// In this case, we have to convert the string into a texture value
|
|
const char *pName = pTextureVar->GetStringValue();
|
|
|
|
// Fix cases where people stupidly put a slash at the front of the vtf filename in a vmt. Causes trouble elsewhere.
|
|
if ( pName[0] == CORRECT_PATH_SEPARATOR || pName[1] == CORRECT_PATH_SEPARATOR )
|
|
++pName;
|
|
|
|
ITextureInternal *pTexture;
|
|
|
|
// Force local cubemaps when using the editor
|
|
if ( MaterialSystem()->CanUseEditorMaterials() && ( stricmp( pName, "env_cubemap" ) == 0 ) )
|
|
{
|
|
pTexture = (ITextureInternal*)-1;
|
|
}
|
|
else
|
|
{
|
|
pTexture = static_cast< ITextureInternal * >( MaterialSystem()->FindTexture( pName, pTextureGroupName, false, nAdditionalCreationFlags ) );
|
|
}
|
|
|
|
if( !pTexture )
|
|
{
|
|
if( !g_pShaderDevice->IsUsingGraphics() && ( stricmp( pName, "env_cubemap" ) != 0 ) )
|
|
{
|
|
Warning( "Shader_t::LoadTexture: texture \"%s.vtf\" doesn't exist\n", pName );
|
|
}
|
|
pTexture = TextureManager()->ErrorTexture();
|
|
}
|
|
|
|
pTextureVar->SetTextureValue( pTexture );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads a bumpmap
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::LoadBumpMap( IMaterialVar *pTextureVar, const char *pTextureGroupName )
|
|
{
|
|
Assert( pTextureVar );
|
|
|
|
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING)
|
|
{
|
|
// This here will cause 'UNDEFINED' material vars
|
|
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE)
|
|
{
|
|
pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() );
|
|
}
|
|
return;
|
|
}
|
|
|
|
// Convert a string to the actual texture
|
|
ITexture *pTexture;
|
|
pTexture = MaterialSystem()->FindTexture( pTextureVar->GetStringValue(), pTextureGroupName, false, 0 );
|
|
|
|
// FIXME: Make a bumpmap error texture
|
|
if (!pTexture)
|
|
{
|
|
pTexture = TextureManager()->ErrorTexture();
|
|
}
|
|
|
|
pTextureVar->SetTextureValue( pTexture );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads a cubemap
|
|
//-----------------------------------------------------------------------------
|
|
void CShaderSystem::LoadCubeMap( IMaterialVar **ppParams, IMaterialVar *pTextureVar, int nAdditionalCreationFlags /* = 0 */ )
|
|
{
|
|
if ( !HardwareConfig()->SupportsCubeMaps() )
|
|
return;
|
|
|
|
if ( pTextureVar->GetType() != MATERIAL_VAR_TYPE_STRING )
|
|
{
|
|
// This here will cause 'UNDEFINED' material vars
|
|
if (pTextureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE)
|
|
{
|
|
pTextureVar->SetTextureValue( TextureManager()->ErrorTexture() );
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( stricmp( pTextureVar->GetStringValue(), "env_cubemap" ) == 0 )
|
|
{
|
|
// garymcthack
|
|
// don't have to load anything here. . just set the texture value to something
|
|
// special that says to use the cubemap entity.
|
|
pTextureVar->SetTextureValue( ( ITexture * )-1 );
|
|
SetFlags2( ppParams, MATERIAL_VAR2_USES_ENV_CUBEMAP );
|
|
}
|
|
else
|
|
{
|
|
ITexture *pTexture;
|
|
char textureName[MAX_PATH];
|
|
Q_strncpy( textureName, pTextureVar->GetStringValue(), MAX_PATH );
|
|
if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE )
|
|
{
|
|
// Overload the texture name to ".hdr.vtf" (instead of .vtf) if we are running with
|
|
// HDR enabled.
|
|
Q_strncat( textureName, ".hdr", MAX_PATH, COPY_ALL_CHARACTERS );
|
|
}
|
|
pTexture = MaterialSystem()->FindTexture( textureName, TEXTURE_GROUP_CUBE_MAP, false, nAdditionalCreationFlags );
|
|
|
|
// FIXME: Make a cubemap error texture
|
|
if ( !pTexture )
|
|
{
|
|
pTexture = TextureManager()->ErrorTexture();
|
|
}
|
|
|
|
pTextureVar->SetTextureValue( pTexture );
|
|
}
|
|
}
|
|
|
|
|
|
|