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Diffstat (limited to 'mp/src/materialsystem/stdshaders/unlitgeneric_dx6.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/unlitgeneric_dx6.cpp310
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
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+++ 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