diff options
Diffstat (limited to 'sp/src/materialsystem/stdshaders/vertexlitgeneric_dx6.cpp')
| -rw-r--r-- | sp/src/materialsystem/stdshaders/vertexlitgeneric_dx6.cpp | 421 |
1 files changed, 421 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/vertexlitgeneric_dx6.cpp b/sp/src/materialsystem/stdshaders/vertexlitgeneric_dx6.cpp new file mode 100644 index 00000000..8ecd111f --- /dev/null +++ b/sp/src/materialsystem/stdshaders/vertexlitgeneric_dx6.cpp @@ -0,0 +1,421 @@ +//========= 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_DX6 ) + +BEGIN_SHADER( VertexLitGeneric_DX6, + "Help for VertexLitGeneric_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( 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, "", "" ) + SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) + SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) + 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" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + 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 envmap uses mode 0, it's one less pass + // Also, if multipass = 0, then go to mode 0 also + if ( ( !params[ENVMAP]->IsDefined() ) || + ( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) ) + { + CLEAR_FLAGS( MATERIAL_VAR_ENVMAPMODE ); + } + + // Vertex color requires mode 1 + if ( IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) ) + { + SET_FLAGS( MATERIAL_VAR_ENVMAPMODE ); + } + + // 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_SOFTWARE_LIGHTING ); + + // 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_FALLBACK + { + return 0; + } + + SHADER_INIT + { + 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 ); + } + } + + int GetDrawFlagsPass1(IMaterialVar** params) + { + int flags = SHADER_DRAW_POSITION | SHADER_DRAW_COLOR; + if (params[BASETEXTURE]->IsTexture()) + flags |= SHADER_DRAW_TEXCOORD0; + return flags; + } + + void DrawVertexLightingOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, false ); + + SetModulationShadowState(); + SetDefaultBlendingShadowState( ); + pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) ); + DefaultFog(); + } + DYNAMIC_STATE + { + SetModulationDynamicState(); + } + Draw(); + } + + void MultiplyByVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + SHADOW_STATE + { + // FIXME: How to deal with texture alpha?? + + pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, false ); + pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE1, false ); + pShaderShadow->EnableTexture( SHADER_SAMPLER0, false ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, false ); + + // NOTE: We're not doing lightmapping here, but we want to use the + // same blend mode as we used for lightmapping + pShaderShadow->EnableBlending( true ); + SingleTextureLightmapBlendMode(); + + pShaderShadow->EnableCustomPixelPipe( true ); + pShaderShadow->CustomTextureStages( 1 ); + + // This here will perform color = vertex light * (cc alpha) + 1 * (1 - cc alpha) + pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, + SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_BLEND_CONSTANTALPHA, + SHADER_TEXARG_VERTEXCOLOR, SHADER_TEXARG_CONSTANTCOLOR ); + + // 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 ); + + pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_COLOR ); + FogToOOOverbright(); + } + DYNAMIC_STATE + { + // Put the alpha in the color channel to modulate the color down.... + float alpha = GetAlpha(); + pShaderAPI->Color4f( OO_OVERBRIGHT, OO_OVERBRIGHT, OO_OVERBRIGHT, alpha ); + } + Draw(); + + SHADOW_STATE + { + pShaderShadow->EnableCustomPixelPipe( false ); + } + } + + + //----------------------------------------------------------------------------- + // Used by mode 1 + //----------------------------------------------------------------------------- + + void DrawBaseTimesVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + // Base times vertex lighting, no vertex color + SHADOW_STATE + { + // alpha test + pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); + + // base + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT ); + + // Independenly configure alpha and color + + // Color = Color mod * Vertex Light * Tex (x2) + // Alpha = Constant Alpha * Tex Alpha (no tex alpha if self illum == 1) + // Can't have color modulation here + pShaderShadow->EnableConstantColor( IsColorModulating() ); + + // Independenly configure alpha and color + pShaderShadow->EnableAlphaPipe( true ); + pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); + pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); + + if (!IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) && !IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) + pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, true ); + + SetDefaultBlendingShadowState( BASETEXTURE, true ); + pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) ); + DefaultFog(); + } + DYNAMIC_STATE + { + SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + SetModulationDynamicState(); + } + Draw(); + + SHADOW_STATE + { + pShaderShadow->EnableAlphaPipe( false ); + } + } + + //----------------------------------------------------------------------------- + // Envmap times vertex lighting, no vertex color + //----------------------------------------------------------------------------- + + void DrawEnvmapTimesVertexLighting( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + SHADOW_STATE + { + int materialVarFlags = params[FLAGS]->GetIntValue(); + + // alpha test + pShaderShadow->EnableAlphaTest( false ); + + int flags = SetShadowEnvMappingState( ENVMAPMASK ) | SHADER_DRAW_COLOR; + bool hasEnvMapMask = params[ENVMAPMASK]->IsTexture(); + + pShaderShadow->OverbrightValue( hasEnvMapMask ? + SHADER_TEXTURE_STAGE1 : SHADER_TEXTURE_STAGE0, OVERBRIGHT ); + + // Independenly configure alpha and color + + // Color = Env map * Vertex Light * Envmapmask (x2) + // Alpha = Constant Alpha * Vertex light alpha * Env Map mask Alpha + pShaderShadow->EnableConstantColor( IsColorModulating() ); + + pShaderShadow->EnableAlphaPipe( true ); + pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); + pShaderShadow->EnableVertexAlpha( (materialVarFlags & MATERIAL_VAR_VERTEXALPHA) != 0 ); + if (hasEnvMapMask) + pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, true ); + + SetDefaultBlendingShadowState( BASETEXTURE, true ); + + pShaderShadow->DrawFlags( flags ); + DefaultFog(); + } + DYNAMIC_STATE + { + SetDynamicEnvMappingState( ENVMAP, ENVMAPMASK, BASETEXTURE, + ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, + BASETEXTURETRANSFORM, ENVMAPMASKSCALE ); + } + Draw(); + + SHADOW_STATE + { + pShaderShadow->EnableCustomPixelPipe( false ); + pShaderShadow->EnableAlphaPipe( false ); + } + } + + void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + bool texDefined = params[BASETEXTURE]->IsTexture(); + bool envDefined = params[ENVMAP]->IsTexture(); +// bool maskDefined = params[ENVMAPMASK]->IsTexture(); + + // Pass 1 : Base + env + + // FIXME: Could make it 1 pass for base + env, if it wasn't + // for the envmap tint. So this is 3 passes for now.... + + // If it's base + mask * env, gotta do that in 2 passes + // Gotta do funky stuff to fade out self-illuminated stuff + bool hasEnvMapTint = !IsWhite(ENVMAPTINT); + + // Special case, can do in one pass + if (!hasEnvMapTint && !texDefined && !IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR) && + !IsColorModulating() ) + { + DrawEnvmapTimesVertexLighting( params, pShaderAPI, pShaderShadow ); + return; + } + + if (texDefined) + { + FixedFunctionBaseTimesDetailPass( + BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); + } + else + { + FixedFunctionMaskedEnvmapPass( + ENVMAP, ENVMAPMASK, BASETEXTURE, + ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, + BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); + } + + // We can get here if multipass isn't set if we specify a vertex color + if ( IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) + { + if ( texDefined && envDefined ) + { + FixedFunctionAdditiveMaskedEnvmapPass( + ENVMAP, ENVMAPMASK, BASETEXTURE, + ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, + BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); + } + } + + // Pass 2 : * vertex lighting + MultiplyByVertexLighting( params, pShaderAPI, pShaderShadow ); + + // FIXME: We could add it to the lightmap + // Draw the selfillum pass (blows away envmap at self-illum points) + if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) ) + { + FixedFunctionSelfIlluminationPass( + SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT ); + } + } + + void DrawMode0( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + // Pass 1 : Base * lightmap or just lightmap + if ( params[BASETEXTURE]->IsTexture() ) + { + DrawBaseTimesVertexLighting( 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 + { + DrawVertexLightingOnly( params, pShaderAPI, pShaderShadow ); + + // Detail map + 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 ); + } + } + + SHADER_DRAW + { + bool useMode1 = IS_FLAG_SET(MATERIAL_VAR_ENVMAPMODE); + if (!useMode1) + { + // Base * Vertex Lighting + env + DrawMode0( params, pShaderAPI, pShaderShadow ); + } + else + { + // ( Base + env ) * Vertex Lighting + DrawMode1( params, pShaderAPI, pShaderShadow ); + } + } +END_SHADER + |