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Diffstat (limited to 'mp/src/materialsystem/stdshaders/vertexlitgeneric_dx7.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/vertexlitgeneric_dx7.cpp413
1 files changed, 413 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx7.cpp b/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx7.cpp
new file mode 100644
index 00000000..7a114a56
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx7.cpp
@@ -0,0 +1,413 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( VertexLitGeneric, VertexLitGeneric_DX7 )
+DEFINE_FALLBACK_SHADER( Skin_DX9, VertexLitGeneric_DX7 )
+
+BEGIN_SHADER( VertexLitGeneric_DX7,
+ "Help for VertexLitGeneric_DX7" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
+ SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
+ SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+ SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
+ SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
+ SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if( !params[ENVMAPMASKSCALE]->IsDefined() )
+ params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
+
+ if( !params[ENVMAPTINT]->IsDefined() )
+ params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+
+ if( !params[SELFILLUMTINT]->IsDefined() )
+ params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+
+ if( !params[DETAILSCALE]->IsDefined() )
+ params[DETAILSCALE]->SetFloatValue( 4.0f );
+
+ // No texture means no self-illum or env mask in base alpha
+ if ( !params[BASETEXTURE]->IsDefined() )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+
+ // If in decal mode, no debug override...
+ if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS );
+
+ // If mat_specular 0, then get rid of envmap
+ if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
+ {
+ params[ENVMAP]->SetUndefined();
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if (g_pHardwareConfig->GetDXSupportLevel() < 70)
+ return "VertexLitGeneric_DX6";
+
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+
+ if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+ }
+
+ if (params[DETAIL]->IsDefined())
+ {
+ LoadTexture( DETAIL );
+ }
+
+ // Don't alpha test if the alpha channel is used for other purposes
+ if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
+ CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
+
+ if (params[ENVMAP]->IsDefined())
+ {
+ if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
+ LoadCubeMap( ENVMAP );
+ else
+ LoadTexture( ENVMAP );
+
+ if( !g_pHardwareConfig->SupportsCubeMaps() )
+ {
+ SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
+ }
+
+ if (params[ENVMAPMASK]->IsDefined())
+ LoadTexture( ENVMAPMASK );
+ }
+ }
+
+ void DrawBaseTimesVertexColor( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ // alpha test
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+
+ pShaderShadow->CustomTextureStages( 1 );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_VERTEXCOLOR );
+
+ // Get alpha from the texture so that alpha blend and alpha test work properly.
+ bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true );
+ if ( bTextureIsTranslucent )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
+ }
+ else
+ {
+ if ( IsAlphaModulating() )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_ONE, SHADER_TEXARG_NONE );
+ }
+ }
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ int flags = SHADER_DRAW_POSITION | SHADER_DRAW_NORMAL | SHADER_DRAW_TEXCOORD0;
+ pShaderShadow->DrawFlags( flags );
+ DefaultFog();
+
+ if ( IsAlphaModulating() || IsColorModulating() )
+ {
+ pShaderShadow->CustomTextureStages( 2 );
+
+ if ( IsColorModulating() )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
+ }
+
+ // Get alpha from the texture so that alpha blend and alpha test work properly.
+ if ( IsAlphaModulating() && bTextureIsTranslucent )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
+ }
+ }
+
+ SetDefaultBlendingShadowState( BASETEXTURE, true );
+ }
+ DYNAMIC_STATE
+ {
+ SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetModulationDynamicState();
+ }
+ Draw();
+ }
+
+ void DrawVertexColorNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableCustomPixelPipe( true );
+
+ pShaderShadow->CustomTextureStages( 1 );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
+ SHADER_TEXARG_ONE, SHADER_TEXARG_VERTEXCOLOR );
+
+ int flags = SHADER_DRAW_POSITION;
+ pShaderShadow->DrawFlags( flags );
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+// SetModulationDynamicState();
+ }
+ Draw();
+ }
+
+ void DrawBaseTimesBakedVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ // alpha test
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET( MATERIAL_VAR_ALPHATEST ) );
+
+ // base
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ int flags = SHADER_DRAW_POSITION;
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ flags |= SHADER_DRAW_TEXCOORD1;
+ }
+ pShaderShadow->DrawFlags( flags );
+ DefaultFog();
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 1 );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_MODULATE2X,
+ SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_TEXTURE );
+
+ // Get alpha from the texture so that alpha blend and alpha test work properly.
+ bool bTextureIsTranslucent = TextureIsTranslucent( BASETEXTURE, true );
+ if ( bTextureIsTranslucent )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_NONE );
+ }
+ else
+ {
+ if ( IsAlphaModulating() )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_NONE );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_ONE, SHADER_TEXARG_NONE );
+ }
+ }
+
+ if ( IsAlphaModulating() || IsColorModulating() )
+ {
+ pShaderShadow->CustomTextureStages( 2 );
+
+ if ( IsColorModulating())
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
+ }
+
+ // Get alpha from the texture so that alpha blend and alpha test work properly.
+ if ( IsAlphaModulating() && bTextureIsTranslucent )
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_CONSTANTCOLOR );
+ }
+ else
+ {
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_NONE );
+ }
+ }
+
+ SetDefaultBlendingShadowState( BASETEXTURE, true );
+ }
+ DYNAMIC_STATE
+ {
+ SetFixedFunctionTextureTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM );
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetModulationDynamicState();
+ }
+ Draw();
+ }
+
+ void DrawBakedVertexLightingNoBase( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ int flags = SHADER_DRAW_POSITION;
+ pShaderShadow->DrawFlags( flags );
+ DefaultFog();
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 1 );
+
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR,
+ SHADER_TEXOP_MODULATE2X,
+ SHADER_TEXARG_SPECULARCOLOR, SHADER_TEXARG_NONE );
+
+ // Alpha isn't used, it doesn't matter what we set it to.
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_ALPHA, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_NONE, SHADER_TEXARG_NONE );
+ }
+ DYNAMIC_STATE
+ {
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ bool bBakedLighting = IS_FLAG2_SET( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING );
+ bool hasFlashlight = UsingFlashlight( params );
+
+ if( hasFlashlight )
+ {
+ DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
+ return;
+ }
+ // Pass 1 : Base * lightmap or just lightmap
+ if ( params[BASETEXTURE]->IsTexture() )
+ {
+ // Draw base times lighting.
+ // Lighting is either sent down per vertex from the app, or it's in the second
+ // stream as color values.
+ if( bBakedLighting )
+ {
+ DrawBaseTimesBakedVertexLighting( params, pShaderAPI, pShaderShadow );
+ }
+ else
+ {
+ DrawBaseTimesVertexColor( params, pShaderAPI, pShaderShadow );
+ }
+
+ // Detail map
+ FixedFunctionMultiplyByDetailPass(
+ BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
+
+ // Draw the selfillum pass
+ if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
+ {
+ FixedFunctionSelfIlluminationPass(
+ SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
+ }
+ }
+ else
+ {
+ if( bBakedLighting )
+ {
+ DrawBakedVertexLightingNoBase( params, pShaderAPI, pShaderShadow );
+ }
+ else
+ {
+ DrawVertexColorNoBase( params, pShaderAPI, pShaderShadow );
+ }
+
+ FixedFunctionMultiplyByDetailPass(
+ BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
+ }
+
+
+ // Pass 2 : Masked environment map
+ if ( params[ENVMAP]->IsTexture() && (IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) )
+ {
+ FixedFunctionAdditiveMaskedEnvmapPass(
+ ENVMAP, ENVMAPMASK, BASETEXTURE,
+ ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
+ BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
+ }
+
+ }
+END_SHADER