mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-22 17:47:38 +08:00
414 lines
13 KiB
C++
414 lines
13 KiB
C++
//========= 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
|