//========= 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( UnlitGeneric, UnlitGeneric_DX6 ) DEFINE_FALLBACK_SHADER( MonitorScreen, UnlitGeneric_DX6 ) DEFINE_FALLBACK_SHADER( ParticleSphere, UnlitGeneric_DX6 ) DEFINE_FALLBACK_SHADER( Predator, Predator_DX60 ) DEFINE_FALLBACK_SHADER( Predator_DX60, UnlitGeneric_DX6 ) DEFINE_FALLBACK_SHADER( WindowImposter, WindowImposter_DX60 ) DEFINE_FALLBACK_SHADER( WindowImposter_DX60, UnlitGeneric_DX6 ) BEGIN_SHADER( UnlitGeneric_DX6, "Help for UnlitGeneric_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( 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" ) SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" ) SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.7", "" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { if( !params[ENVMAPTINT]->IsDefined() ) params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); if( !params[ENVMAPMASKSCALE]->IsDefined() ) params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); if( !params[DETAILSCALE]->IsDefined() ) params[DETAILSCALE]->SetFloatValue( 4.0f ); // No texture means no env mask in base alpha if ( !params[BASETEXTURE]->IsDefined() ) { 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 ); } // 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_INIT { if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE ); if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) { if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } } // the second texture (if there is one) 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, bool doDetail) { int flags = SHADER_DRAW_POSITION; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) flags |= SHADER_DRAW_COLOR; if (params[BASETEXTURE]->IsTexture()) flags |= SHADER_DRAW_TEXCOORD0; if (doDetail) flags |= SHADER_DRAW_TEXCOORD1; return flags; } void SetDetailShadowState(IShaderShadow* pShaderShadow) { // Specifically choose overbright2, will cause mod2x here pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 2.0f ); } void SetDetailDymamicState(IShaderShadow* pShaderShadow) { BindTexture( SHADER_SAMPLER1, DETAIL, FRAME ); SetFixedFunctionTextureScaledTransform( MATERIAL_TEXTURE1, BASETEXTURETRANSFORM, DETAILSCALE ); } void DrawAdditiveNonTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail ) { SHADOW_STATE { SetModulationShadowState(); SetAdditiveBlendingShadowState( ); if (doDetail) SetDetailShadowState(pShaderShadow); pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) ); FogToBlack(); } DYNAMIC_STATE { SetModulationDynamicState(); if (doDetail) SetDetailDymamicState(pShaderShadow); } Draw( ); } void DrawAdditiveTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); SetModulationShadowState(); SetAdditiveBlendingShadowState( BASETEXTURE, true ); if (doDetail) SetDetailShadowState(pShaderShadow); pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) ); FogToBlack(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); if (doDetail) SetDetailDymamicState(pShaderShadow); SetModulationDynamicState(); } Draw( ); } void DrawNonTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail ) { SHADOW_STATE { SetModulationShadowState(); SetNormalBlendingShadowState( ); if (doDetail) SetDetailShadowState(pShaderShadow); pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) ); FogToFogColor(); } DYNAMIC_STATE { SetModulationDynamicState(); if (doDetail) SetDetailDymamicState(pShaderShadow); } Draw( ); } void DrawTextured( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool doDetail ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); SetModulationShadowState(); SetNormalBlendingShadowState( BASETEXTURE, true ); if (doDetail) SetDetailShadowState(pShaderShadow); pShaderShadow->DrawFlags( GetDrawFlagsPass1(params, doDetail) ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); if (doDetail) SetDetailDymamicState(pShaderShadow); SetModulationDynamicState(); } Draw( ); } SHADER_DRAW { bool isTextureDefined = params[BASETEXTURE]->IsTexture(); bool hasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); bool doFirstPass = isTextureDefined || hasVertexColor || (!params[ENVMAP]->IsTexture()); if (doFirstPass) { SHADOW_STATE { pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); if( params[ALPHATESTREFERENCE]->IsDefined() && params[ALPHATESTREFERENCE]->GetFloatValue() > 0.0f ) { pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, params[ALPHATESTREFERENCE]->GetFloatValue() ); } } if (IS_FLAG_SET(MATERIAL_VAR_ADDITIVE)) { if (!isTextureDefined) { bool hasDetailTexture = params[DETAIL]->IsTexture(); DrawAdditiveNonTextured( params, pShaderAPI, pShaderShadow, hasDetailTexture ); } else { // We can't do detail in a single pass if we're also // colormodulating and have vertex color bool hasDetailTexture = params[DETAIL]->IsTexture(); bool isModulating = IsColorModulating() || IsAlphaModulating(); bool onePassDetail = hasDetailTexture && (!hasVertexColor || !isModulating); DrawAdditiveTextured( params, pShaderAPI, pShaderShadow, onePassDetail ); if (hasDetailTexture && !onePassDetail) { FixedFunctionMultiplyByDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); } } } else { if (!isTextureDefined) { bool hasDetailTexture = params[DETAIL]->IsTexture(); DrawNonTextured( params, pShaderAPI, pShaderShadow, hasDetailTexture ); } else { // We can't do detail in a single pass if we're also // colormodulating and have vertex color bool hasDetailTexture = params[DETAIL]->IsTexture(); bool isModulating = IsColorModulating() || IsAlphaModulating(); bool onePassDetail = hasDetailTexture && (!hasVertexColor || !isModulating); DrawTextured( params, pShaderAPI, pShaderShadow, onePassDetail ); if (hasDetailTexture && !onePassDetail) { FixedFunctionMultiplyByDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); } } } } SHADOW_STATE { // Disable mod2x used by detail pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, 1.0f ); } // Second pass... if (params[ENVMAP]->IsTexture() && (!doFirstPass || IS_FLAG_SET(MATERIAL_VAR_MULTIPASS)) ) { if (doFirstPass || IS_FLAG_SET(MATERIAL_VAR_ADDITIVE)) { FixedFunctionAdditiveMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE, ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); } else { FixedFunctionMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE, ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); } } } END_SHADER