diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/vertexlitgeneric_dx7.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/vertexlitgeneric_dx7.cpp | 413 |
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 |