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-rw-r--r--sp/src/materialsystem/stdshaders/vertexlitgeneric_dx6.cpp421
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
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--- /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
+