Files
sourcearena/mp/src/materialsystem/stdshaders/vertexlitgeneric_dx7.cpp
Joe Ludwig 7309a5f13f Added many shader source files
This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
2013-12-23 15:00:03 -08:00

414 lines
12 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