diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/unlitgeneric_dx6.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/unlitgeneric_dx6.cpp | 310 |
1 files changed, 310 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/unlitgeneric_dx6.cpp b/mp/src/materialsystem/stdshaders/unlitgeneric_dx6.cpp new file mode 100644 index 00000000..fc8bdf47 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/unlitgeneric_dx6.cpp @@ -0,0 +1,310 @@ +//========= 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( UnlitGeneric, UnlitGeneric_DX6 ) +DEFINE_FALLBACK_SHADER( MonitorScreen, UnlitGeneric_DX6 ) +DEFINE_FALLBACK_SHADER( ParticleSphere, UnlitGeneric_DX6 ) +DEFINE_FALLBACK_SHADER( Predator, Predator_DX60 ) +DEFINE_FALLBACK_SHADER( Predator_DX60, UnlitGeneric_DX6 ) +DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX60 ) +DEFINE_FALLBACK_SHADER( WindowImposter_DX60, UnlitGeneric_DX6 ) + +BEGIN_SHADER( UnlitGeneric_DX6, + "Help for UnlitGeneric_DX6" ) + + 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( 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" ) + SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" ) + SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + if( !params[ENVMAPTINT]->IsDefined() ) + params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + if( !params[ENVMAPMASKSCALE]->IsDefined() ) + params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); + if( !params[DETAILSCALE]->IsDefined() ) + params[DETAILSCALE]->SetFloatValue( 4.0f ); + + // No texture means no env mask in base alpha + if ( !params[BASETEXTURE]->IsDefined() ) + { + 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 ); + } + + // Get rid of the envmap if it's optional for this dx level. + if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() ) + { + params[ENVMAP]->SetUndefined(); + } + + // If mat_specular 0, then get rid of envmap + if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) + { + params[ENVMAP]->SetUndefined(); + } + } + + SHADER_INIT + { + if (params[BASETEXTURE]->IsDefined()) + { + LoadTexture( BASETEXTURE ); + + if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) + { + if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + } + } + + // the second texture (if there is one) + 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 ); + } + } + } + + int GetDrawFlagsPass1(IMaterialVar** params, bool doDetail) + { + int flags = SHADER_DRAW_POSITION; + if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) + flags |= SHADER_DRAW_COLOR; + if (params[BASETEXTURE]->IsTexture()) + flags |= SHADER_DRAW_TEXCOORD0; + if (doDetail) + flags |= SHADER_DRAW_TEXCOORD1; + return flags; + } + + void SetDetailShadowState(IShaderShadow* pShaderShadow) + { + // Specifically choose overbright2, will cause mod2x here + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 2.0f ); + } + + void SetDetailDymamicState(IShaderShadow* pShaderShadow) + { + BindTexture( SHADER_SAMPLER1, DETAIL, FRAME ); + SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM, DETAILSCALE ); + } + + void DrawAdditiveNonTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail ) + { + SHADOW_STATE + { + SetModulationShadowState(); + SetAdditiveBlendingShadowState( ); + if (doDetail) + SetDetailShadowState(pShaderShadow); + pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) ); + FogToBlack(); + } + DYNAMIC_STATE + { + SetModulationDynamicState(); + if (doDetail) + SetDetailDymamicState(pShaderShadow); + } + Draw( ); + } + + void DrawAdditiveTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail ) + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + SetModulationShadowState(); + SetAdditiveBlendingShadowState( BASETEXTURE, true ); + if (doDetail) + SetDetailShadowState(pShaderShadow); + pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) ); + FogToBlack(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); + if (doDetail) + SetDetailDymamicState(pShaderShadow); + SetModulationDynamicState(); + } + Draw( ); + } + + void DrawNonTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail ) + { + SHADOW_STATE + { + SetModulationShadowState(); + SetNormalBlendingShadowState( ); + if (doDetail) + SetDetailShadowState(pShaderShadow); + pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) ); + FogToFogColor(); + } + DYNAMIC_STATE + { + SetModulationDynamicState(); + if (doDetail) + SetDetailDymamicState(pShaderShadow); + } + Draw( ); + } + + void DrawTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail ) + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + SetModulationShadowState(); + SetNormalBlendingShadowState( BASETEXTURE, true ); + if (doDetail) + SetDetailShadowState(pShaderShadow); + pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) ); + FogToFogColor(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); + if (doDetail) + SetDetailDymamicState(pShaderShadow); + SetModulationDynamicState(); + } + Draw( ); + } + + SHADER_DRAW + { + bool isTextureDefined = params[BASETEXTURE]->IsTexture(); + bool hasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); + bool doFirstPass = isTextureDefined || hasVertexColor || (!params[ENVMAP]->IsTexture()); + + if (doFirstPass) + { + SHADOW_STATE + { + pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); + if( params[ALPHATESTREFERENCE]->IsDefined() && params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) + { + pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() ); + } + } + + if (IS_FLAG_SET(MATERIAL_VAR_ADDITIVE)) + { + if (!isTextureDefined) + { + bool hasDetailTexture = params[DETAIL]->IsTexture(); + DrawAdditiveNonTextured( params, pShaderAPI, pShaderShadow, hasDetailTexture ); + } + else + { + // We can't do detail in a single pass if we're also + // colormodulating and have vertex color + bool hasDetailTexture = params[DETAIL]->IsTexture(); + bool isModulating = IsColorModulating() || IsAlphaModulating(); + bool onePassDetail = hasDetailTexture && (!hasVertexColor || !isModulating); + DrawAdditiveTextured( params, pShaderAPI, pShaderShadow, onePassDetail ); + if (hasDetailTexture && !onePassDetail) + { + FixedFunctionMultiplyByDetailPass( + BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); + } + } + } + else + { + if (!isTextureDefined) + { + bool hasDetailTexture = params[DETAIL]->IsTexture(); + DrawNonTextured( params, pShaderAPI, pShaderShadow, hasDetailTexture ); + } + else + { + // We can't do detail in a single pass if we're also + // colormodulating and have vertex color + bool hasDetailTexture = params[DETAIL]->IsTexture(); + bool isModulating = IsColorModulating() || IsAlphaModulating(); + bool onePassDetail = hasDetailTexture && (!hasVertexColor || !isModulating); + DrawTextured( params, pShaderAPI, pShaderShadow, onePassDetail ); + if (hasDetailTexture && !onePassDetail) + { + FixedFunctionMultiplyByDetailPass( + BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); + } + } + } + } + + SHADOW_STATE + { + // Disable mod2x used by detail + pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f ); + } + + // Second pass... + if (params[ENVMAP]->IsTexture() && + (!doFirstPass || IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) ) + { + if (doFirstPass || IS_FLAG_SET(MATERIAL_VAR_ADDITIVE)) + { + FixedFunctionAdditiveMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE, + ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, + BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); + } + else + { + FixedFunctionMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE, + ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, + BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); + } + } + } +END_SHADER |