hl2_src-leak-2017/src/materialsystem/shaderapidx9/shadershadowdx8.cpp

1827 lines
55 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#define DISABLE_PROTECTED_THINGS
#include "togl/rendermechanism.h"
#include "shadershadowdx8.h"
#include "locald3dtypes.h"
#include "utlvector.h"
#include "shaderapi/ishaderutil.h"
#include "shaderapidx8_global.h"
#include "shaderapidx8.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imaterialsystem.h"
#include "imeshdx8.h"
#include "materialsystem/materialsystem_config.h"
#include "vertexshaderdx8.h"
// NOTE: This must be the last file included!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// The DX8 implementation of the shader setup interface
//-----------------------------------------------------------------------------
class CShaderShadowDX8 : public IShaderShadowDX8
{
public:
// constructor, destructor
CShaderShadowDX8( );
virtual ~CShaderShadowDX8();
// Initialize render state
void Init( );
// Sets the default state
void SetDefaultState();
// Methods related to depth buffering
void DepthFunc( ShaderDepthFunc_t depthFunc );
void EnableDepthWrites( bool bEnable );
void EnableDepthTest( bool bEnable );
void EnablePolyOffset( PolygonOffsetMode_t nOffsetMode );
// Methods related to stencil. obsolete
virtual void EnableStencil( bool bEnable )
{
}
virtual void StencilFunc( ShaderStencilFunc_t stencilFunc )
{
}
virtual void StencilPassOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilFailOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilDepthFailOp( ShaderStencilOp_t stencilOp )
{
}
virtual void StencilReference( int nReference )
{
}
virtual void StencilMask( int nMask )
{
}
virtual void StencilWriteMask( int nMask )
{
}
// Suppresses/activates color writing
void EnableColorWrites( bool bEnable );
void EnableAlphaWrites( bool bEnable );
// Methods related to alpha blending
void EnableBlending( bool bEnable );
void BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
void BlendOp( ShaderBlendOp_t blendOp );
void BlendOpSeparateAlpha( ShaderBlendOp_t blendOp );
// Alpha testing
void EnableAlphaTest( bool bEnable );
void AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ );
// Wireframe/filled polygons
void PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode );
// Back face culling
void EnableCulling( bool bEnable );
// constant color
void EnableConstantColor( bool bEnable );
// Indicates we're going to light the model
void EnableLighting( bool bEnable );
// Indicates specular lighting is going to be used
void EnableSpecular( bool bEnable );
// Convert from linear to gamma color space on writes to frame buffer.
void EnableSRGBWrite( bool bEnable );
// Convert from gamma to linear on texture fetch.
void EnableSRGBRead( Sampler_t stage, bool bEnable );
// Set up appropriate shadow filtering state (such as Fetch4 on ATI)
void SetShadowDepthFiltering( Sampler_t stage );
// Computes the vertex format
virtual void VertexShaderVertexFormat( unsigned int nFlags,
int nTexCoordCount, int* pTexCoordDimensions, int nUserDataSize );
// Pixel and vertex shader methods
virtual void SetVertexShader( const char* pFileName, int nStaticVshIndex );
virtual void SetPixelShader( const char* pFileName, int nStaticPshIndex );
// Indicates we're going to be using the ambient cube
void EnableAmbientLightCubeOnStage0( bool bEnable );
// Activate/deactivate skinning
void EnableVertexBlend( bool bEnable );
// per texture unit stuff
void OverbrightValue( TextureStage_t stage, float value );
void EnableTexture( Sampler_t stage, bool bEnable );
void EnableTexGen( TextureStage_t stage, bool bEnable );
void TexGen( TextureStage_t stage, ShaderTexGenParam_t param );
void TextureCoordinate( TextureStage_t stage, int useCoord );
// alternate method of specifying per-texture unit stuff, more flexible and more complicated
// Can be used to specify different operation per channel (alpha/color)...
void EnableCustomPixelPipe( bool bEnable );
void CustomTextureStages( int stageCount );
void CustomTextureOperation( TextureStage_t stage, ShaderTexChannel_t channel,
ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 );
// A simpler method of dealing with alpha modulation
void EnableAlphaPipe( bool bEnable );
void EnableConstantAlpha( bool bEnable );
void EnableVertexAlpha( bool bEnable );
void EnableTextureAlpha( TextureStage_t stage, bool bEnable );
// helper functions
void EnableSphereMapping( TextureStage_t stage, bool bEnable );
// Last call to be make before snapshotting
void ComputeAggregateShadowState( );
// Gets at the shadow state
const ShadowState_t & GetShadowState();
const ShadowShaderState_t & GetShadowShaderState();
// GR - Separate alpha blending
void EnableBlendingSeparateAlpha( bool bEnable );
void BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor );
void FogMode( ShaderFogMode_t fogMode );
void DisableFogGammaCorrection( bool bDisable );
void SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource );
virtual void SetMorphFormat( MorphFormat_t flags );
// Alpha to coverage
void EnableAlphaToCoverage( bool bEnable );
private:
struct TextureStageState_t
{
int m_TexCoordIndex;
int m_TexCoordinate;
float m_OverbrightVal;
ShaderTexArg_t m_Arg[2][2];
ShaderTexOp_t m_Op[2];
unsigned char m_TexGenEnable:1;
unsigned char m_TextureAlphaEnable:1;
};
struct SamplerState_t
{
bool m_TextureEnable : 1;
};
// Computes the blend factor
D3DBLEND BlendFuncValue( ShaderBlendFactor_t factor ) const;
// Computes the blend op
D3DBLENDOP BlendOpValue( ShaderBlendOp_t blendOp ) const;
// Configures the FVF vertex shader
void ConfigureFVFVertexShader( unsigned int flags );
void ConfigureCustomFVFVertexShader( unsigned int flags );
// Configures our texture indices
void ConfigureTextureCoordinates( unsigned int flags );
// Returns a blend value based on overbrighting
D3DTEXTUREOP OverbrightBlendValue( TextureStage_t stage );
// Sets the desired color and alpha op state
void DrawFlags( unsigned int flags );
// Computes a vertex format for the draw flags
VertexFormat_t FlagsToVertexFormat( int flags ) const;
// Indicates we've got a constant color specified
bool HasConstantColor() const;
// Configures the alpha pipe
void ConfigureAlphaPipe( unsigned int flags );
// returns true if we're using texture coordinates at a given stage
bool IsUsingTextureCoordinates( Sampler_t stage ) const;
// Recomputes the tex coord index
void RecomputeTexCoordIndex( TextureStage_t stage );
// State needed to create the snapshots
IMaterialSystemHardwareConfig* m_pHardwareConfig;
// Separate alpha control?
bool m_AlphaPipe;
// Constant color state
bool m_HasConstantColor;
bool m_HasConstantAlpha;
// Vertex color state
bool m_HasVertexAlpha;
// funky custom method of specifying shader state
bool m_CustomTextureStageState;
// Number of stages used by the custom pipeline
int m_CustomTextureStages;
// Number of bones...
int m_NumBlendVertices;
// Draw flags
int m_DrawFlags;
// Alpha blending...
D3DBLEND m_SrcBlend;
D3DBLEND m_DestBlend;
D3DBLENDOP m_BlendOp;
// GR - Separate alpha blending...
D3DBLEND m_SrcBlendAlpha;
D3DBLEND m_DestBlendAlpha;
D3DBLENDOP m_BlendOpAlpha;
// Alpha testing
D3DCMPFUNC m_AlphaFunc;
int m_AlphaRef;
// Stencil
D3DCMPFUNC m_StencilFunc;
int m_StencilRef;
int m_StencilMask;
DWORD m_StencilFail;
DWORD m_StencilZFail;
DWORD m_StencilPass;
int m_StencilWriteMask;
// The current shadow state
ShadowState_t m_ShadowState;
ShadowShaderState_t m_ShadowShaderState;
// State info stores with each texture stage
TextureStageState_t m_TextureStage[MAX_TEXTURE_STAGES];
SamplerState_t m_SamplerState[MAX_SAMPLERS];
};
//-----------------------------------------------------------------------------
// Class factory
//-----------------------------------------------------------------------------
static CShaderShadowDX8 g_ShaderShadow;
IShaderShadowDX8 *g_pShaderShadowDx8 = &g_ShaderShadow;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CShaderShadowDX8, IShaderShadow,
SHADERSHADOW_INTERFACE_VERSION, g_ShaderShadow )
//-----------------------------------------------------------------------------
// Global instance
//-----------------------------------------------------------------------------
IShaderShadowDX8* ShaderShadow()
{
return &g_ShaderShadow;
}
//-----------------------------------------------------------------------------
// Constructor, destructor
//-----------------------------------------------------------------------------
CShaderShadowDX8::CShaderShadowDX8( ) :
m_DrawFlags(0), m_pHardwareConfig(0), m_HasConstantColor(false)
{
memset( &m_ShadowState, 0, sizeof(m_ShadowState) );
memset( &m_TextureStage, 0, sizeof(m_TextureStage) );
}
CShaderShadowDX8::~CShaderShadowDX8()
{
}
//-----------------------------------------------------------------------------
// Initialize render state
//-----------------------------------------------------------------------------
void CShaderShadowDX8::Init( )
{
m_pHardwareConfig = HardwareConfig();
// Clear out the shadow state
memset( &m_ShadowState, 0, sizeof(m_ShadowState) );
// No funky custom methods..
m_CustomTextureStageState = false;
// No constant color modulation
m_HasConstantColor = false;
m_HasConstantAlpha = false;
m_HasVertexAlpha = false;
m_ShadowShaderState.m_ModulateConstantColor = false;
m_ShadowState.m_bDisableFogGammaCorrection = false;
// By default we're using fixed function
m_ShadowState.m_UsingFixedFunction = true;
// Lighting off by default
m_ShadowState.m_Lighting = false;
// Pixel + vertex shaders
m_ShadowShaderState.m_VertexShader = INVALID_SHADER;
m_ShadowShaderState.m_PixelShader = INVALID_SHADER;
m_ShadowShaderState.m_nStaticPshIndex = 0;
m_ShadowShaderState.m_nStaticVshIndex = 0;
m_ShadowShaderState.m_VertexUsage = 0;
// Drawing nothing..
m_DrawFlags = 0;
// No alpha control
m_AlphaPipe = false;
// Vertex blending
m_NumBlendVertices = 0;
m_ShadowState.m_VertexBlendEnable = false;
// NOTE: If you change these defaults, change the code in ComputeAggregateShadowState + CreateTransitionTableEntry
int i;
for (i = 0; i < MAX_TEXTURE_STAGES; ++i)
{
m_ShadowState.m_TextureStage[i].m_ColorOp = D3DTOP_DISABLE;
m_ShadowState.m_TextureStage[i].m_ColorArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_ColorArg2 = (i == 0) ? D3DTA_DIFFUSE : D3DTA_CURRENT;
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_DISABLE;
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = (i == 0) ? D3DTA_DIFFUSE : D3DTA_CURRENT;
m_ShadowState.m_TextureStage[i].m_TexCoordIndex = i;
}
for (i = 0; i < MAX_SAMPLERS; ++i)
{
m_ShadowState.m_SamplerState[i].m_TextureEnable = false;
m_ShadowState.m_SamplerState[i].m_SRGBReadEnable = false;
m_ShadowState.m_SamplerState[i].m_Fetch4Enable = false;
#ifdef DX_TO_GL_ABSTRACTION
m_ShadowState.m_SamplerState[i].m_ShadowFilterEnable = false;
#endif
// A *real* measure if the texture stage is being used.
// we sometimes have to set the shadow state to not mirror this.
m_SamplerState[i].m_TextureEnable = false;
}
}
//-----------------------------------------------------------------------------
// Sets the default state
//-----------------------------------------------------------------------------
void CShaderShadowDX8::SetDefaultState()
{
DepthFunc( SHADER_DEPTHFUNC_NEAREROREQUAL );
EnableDepthWrites( true );
EnableDepthTest( true );
EnableColorWrites( true );
EnableAlphaWrites( false );
EnableAlphaTest( false );
EnableLighting( false );
EnableConstantColor( false );
EnableBlending( false );
BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ZERO );
BlendOp( SHADER_BLEND_OP_ADD );
// GR - separate alpha
EnableBlendingSeparateAlpha( false );
BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ZERO );
BlendOpSeparateAlpha( SHADER_BLEND_OP_ADD );
AlphaFunc( SHADER_ALPHAFUNC_GEQUAL, 0.7f );
PolyMode( SHADER_POLYMODEFACE_FRONT_AND_BACK, SHADER_POLYMODE_FILL );
EnableCulling( true );
EnableAlphaToCoverage( false );
EnablePolyOffset( SHADER_POLYOFFSET_DISABLE );
EnableVertexBlend( false );
EnableSpecular( false );
EnableSRGBWrite( false );
DrawFlags( SHADER_DRAW_POSITION );
EnableCustomPixelPipe( false );
CustomTextureStages( 0 );
EnableAlphaPipe( false );
EnableConstantAlpha( false );
EnableVertexAlpha( false );
SetVertexShader( NULL, 0 );
SetPixelShader( NULL, 0 );
FogMode( SHADER_FOGMODE_DISABLED );
DisableFogGammaCorrection( false );
SetDiffuseMaterialSource( SHADER_MATERIALSOURCE_MATERIAL );
EnableStencil( false );
StencilFunc( SHADER_STENCILFUNC_ALWAYS );
StencilPassOp( SHADER_STENCILOP_KEEP );
StencilFailOp( SHADER_STENCILOP_KEEP );
StencilDepthFailOp( SHADER_STENCILOP_KEEP );
StencilReference( 0 );
StencilMask( 0xFFFFFFFF );
StencilWriteMask( 0xFFFFFFFF );
m_ShadowShaderState.m_VertexUsage = 0;
int i;
int nSamplerCount = HardwareConfig()->GetSamplerCount();
for( i = 0; i < nSamplerCount; i++ )
{
EnableTexture( (Sampler_t)i, false );
EnableSRGBRead( (Sampler_t)i, false );
}
int nTextureStageCount = HardwareConfig()->GetTextureStageCount();
for( i = 0; i < nTextureStageCount; i++ )
{
EnableTexGen( (TextureStage_t)i, false );
OverbrightValue( (TextureStage_t)i, 1.0f );
EnableTextureAlpha( (TextureStage_t)i, false );
CustomTextureOperation( (TextureStage_t)i, SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_DISABLE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
CustomTextureOperation( (TextureStage_t)i, SHADER_TEXCHANNEL_ALPHA,
SHADER_TEXOP_DISABLE, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
}
}
//-----------------------------------------------------------------------------
// Gets at the shadow state
//-----------------------------------------------------------------------------
const ShadowState_t &CShaderShadowDX8::GetShadowState()
{
return m_ShadowState;
}
const ShadowShaderState_t &CShaderShadowDX8::GetShadowShaderState()
{
return m_ShadowShaderState;
}
//-----------------------------------------------------------------------------
// Depth functions...
//-----------------------------------------------------------------------------
void CShaderShadowDX8::DepthFunc( ShaderDepthFunc_t depthFunc )
{
D3DCMPFUNC zFunc;
switch( depthFunc )
{
case SHADER_DEPTHFUNC_NEVER:
zFunc = D3DCMP_NEVER;
break;
case SHADER_DEPTHFUNC_NEARER:
zFunc = (ShaderUtil()->GetConfig().bReverseDepth ^ ReverseDepthOnX360()) ? D3DCMP_GREATER : D3DCMP_LESS;
break;
case SHADER_DEPTHFUNC_EQUAL:
zFunc = D3DCMP_EQUAL;
break;
case SHADER_DEPTHFUNC_NEAREROREQUAL:
zFunc = (ShaderUtil()->GetConfig().bReverseDepth ^ ReverseDepthOnX360()) ? D3DCMP_GREATEREQUAL : D3DCMP_LESSEQUAL;
break;
case SHADER_DEPTHFUNC_FARTHER:
zFunc = (ShaderUtil()->GetConfig().bReverseDepth ^ ReverseDepthOnX360()) ? D3DCMP_LESS : D3DCMP_GREATER;
break;
case SHADER_DEPTHFUNC_NOTEQUAL:
zFunc = D3DCMP_NOTEQUAL;
break;
case SHADER_DEPTHFUNC_FARTHEROREQUAL:
zFunc = (ShaderUtil()->GetConfig().bReverseDepth ^ ReverseDepthOnX360()) ? D3DCMP_LESSEQUAL : D3DCMP_GREATEREQUAL;
break;
case SHADER_DEPTHFUNC_ALWAYS:
zFunc = D3DCMP_ALWAYS;
break;
default:
zFunc = D3DCMP_ALWAYS;
Warning( "DepthFunc: invalid param\n" );
break;
}
m_ShadowState.m_ZFunc = zFunc;
}
void CShaderShadowDX8::EnableDepthWrites( bool bEnable )
{
m_ShadowState.m_ZWriteEnable = bEnable;
}
void CShaderShadowDX8::EnableDepthTest( bool bEnable )
{
m_ShadowState.m_ZEnable = bEnable ? D3DZB_TRUE : D3DZB_FALSE;
}
void CShaderShadowDX8::EnablePolyOffset( PolygonOffsetMode_t nOffsetMode )
{
m_ShadowState.m_ZBias = nOffsetMode;
}
//-----------------------------------------------------------------------------
// Color write state
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableColorWrites( bool bEnable )
{
if (bEnable)
{
m_ShadowState.m_ColorWriteEnable |= D3DCOLORWRITEENABLE_BLUE |
D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED;
}
else
{
m_ShadowState.m_ColorWriteEnable &= ~( D3DCOLORWRITEENABLE_BLUE |
D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED );
}
}
void CShaderShadowDX8::EnableAlphaWrites( bool bEnable )
{
if (bEnable)
{
m_ShadowState.m_ColorWriteEnable |= D3DCOLORWRITEENABLE_ALPHA;
}
else
{
m_ShadowState.m_ColorWriteEnable &= ~D3DCOLORWRITEENABLE_ALPHA;
}
}
//-----------------------------------------------------------------------------
// Alpha blending states
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableBlending( bool bEnable )
{
m_ShadowState.m_AlphaBlendEnable = bEnable;
}
// GR - separate alpha
void CShaderShadowDX8::EnableBlendingSeparateAlpha( bool bEnable )
{
m_ShadowState.m_SeparateAlphaBlendEnable = bEnable;
}
void CShaderShadowDX8::EnableAlphaTest( bool bEnable )
{
m_ShadowState.m_AlphaTestEnable = bEnable;
}
void CShaderShadowDX8::AlphaFunc( ShaderAlphaFunc_t alphaFunc, float alphaRef /* [0-1] */ )
{
D3DCMPFUNC d3dCmpFunc;
switch( alphaFunc )
{
case SHADER_ALPHAFUNC_NEVER:
d3dCmpFunc = D3DCMP_NEVER;
break;
case SHADER_ALPHAFUNC_LESS:
d3dCmpFunc = D3DCMP_LESS;
break;
case SHADER_ALPHAFUNC_EQUAL:
d3dCmpFunc = D3DCMP_EQUAL;
break;
case SHADER_ALPHAFUNC_LEQUAL:
d3dCmpFunc = D3DCMP_LESSEQUAL;
break;
case SHADER_ALPHAFUNC_GREATER:
d3dCmpFunc = D3DCMP_GREATER;
break;
case SHADER_ALPHAFUNC_NOTEQUAL:
d3dCmpFunc = D3DCMP_NOTEQUAL;
break;
case SHADER_ALPHAFUNC_GEQUAL:
d3dCmpFunc = D3DCMP_GREATEREQUAL;
break;
case SHADER_ALPHAFUNC_ALWAYS:
d3dCmpFunc = D3DCMP_ALWAYS;
break;
default:
Warning( "AlphaFunc: invalid param\n" );
return;
}
m_AlphaFunc = d3dCmpFunc;
m_AlphaRef = (int)(alphaRef * 255);
}
D3DBLEND CShaderShadowDX8::BlendFuncValue( ShaderBlendFactor_t factor ) const
{
switch( factor )
{
case SHADER_BLEND_ZERO:
return D3DBLEND_ZERO;
case SHADER_BLEND_ONE:
return D3DBLEND_ONE;
case SHADER_BLEND_DST_COLOR:
return D3DBLEND_DESTCOLOR;
case SHADER_BLEND_ONE_MINUS_DST_COLOR:
return D3DBLEND_INVDESTCOLOR;
case SHADER_BLEND_SRC_ALPHA:
return D3DBLEND_SRCALPHA;
case SHADER_BLEND_ONE_MINUS_SRC_ALPHA:
return D3DBLEND_INVSRCALPHA;
case SHADER_BLEND_DST_ALPHA:
return D3DBLEND_DESTALPHA;
case SHADER_BLEND_ONE_MINUS_DST_ALPHA:
return D3DBLEND_INVDESTALPHA;
case SHADER_BLEND_SRC_ALPHA_SATURATE:
return D3DBLEND_SRCALPHASAT;
case SHADER_BLEND_SRC_COLOR:
return D3DBLEND_SRCCOLOR;
case SHADER_BLEND_ONE_MINUS_SRC_COLOR:
return D3DBLEND_INVSRCCOLOR;
}
Warning( "BlendFunc: invalid factor\n" );
return D3DBLEND_ONE;
}
D3DBLENDOP CShaderShadowDX8::BlendOpValue( ShaderBlendOp_t blendOp ) const
{
switch( blendOp )
{
case SHADER_BLEND_OP_ADD:
return D3DBLENDOP_ADD;
case SHADER_BLEND_OP_SUBTRACT:
return D3DBLENDOP_SUBTRACT;
case SHADER_BLEND_OP_REVSUBTRACT:
return D3DBLENDOP_REVSUBTRACT;
case SHADER_BLEND_OP_MIN:
return D3DBLENDOP_MIN;
case SHADER_BLEND_OP_MAX:
return D3DBLENDOP_MAX;
}
Warning( "BlendOp: invalid op\n" );
return D3DBLENDOP_ADD;
}
void CShaderShadowDX8::BlendFunc( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor )
{
D3DBLEND d3dSrcFactor = BlendFuncValue( srcFactor );
D3DBLEND d3dDstFactor = BlendFuncValue( dstFactor );
m_SrcBlend = d3dSrcFactor;
m_DestBlend = d3dDstFactor;
}
// GR - separate alpha blend
void CShaderShadowDX8::BlendFuncSeparateAlpha( ShaderBlendFactor_t srcFactor, ShaderBlendFactor_t dstFactor )
{
D3DBLEND d3dSrcFactor = BlendFuncValue( srcFactor );
D3DBLEND d3dDstFactor = BlendFuncValue( dstFactor );
m_SrcBlendAlpha = d3dSrcFactor;
m_DestBlendAlpha = d3dDstFactor;
}
void CShaderShadowDX8::BlendOp( ShaderBlendOp_t blendOp )
{
m_BlendOp = BlendOpValue( blendOp );
}
void CShaderShadowDX8::BlendOpSeparateAlpha( ShaderBlendOp_t blendOp )
{
m_BlendOpAlpha = BlendOpValue( blendOp );
}
//-----------------------------------------------------------------------------
// Polygon fill mode states
//-----------------------------------------------------------------------------
void CShaderShadowDX8::PolyMode( ShaderPolyModeFace_t face, ShaderPolyMode_t polyMode )
{
// DX8 can't handle different modes on front and back faces
// FIXME: Assert( face == SHADER_POLYMODEFACE_FRONT_AND_BACK );
if (face == SHADER_POLYMODEFACE_BACK)
return;
D3DFILLMODE fillMode;
switch( polyMode )
{
case SHADER_POLYMODE_POINT:
fillMode = D3DFILL_POINT;
break;
case SHADER_POLYMODE_LINE:
fillMode = D3DFILL_WIREFRAME;
break;
case SHADER_POLYMODE_FILL:
fillMode = D3DFILL_SOLID;
break;
default:
Warning( "PolyMode: invalid poly mode\n" );
return;
}
m_ShadowState.m_FillMode = fillMode;
}
//-----------------------------------------------------------------------------
// Backface cull states
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableCulling( bool bEnable )
{
m_ShadowState.m_CullEnable = bEnable;
}
//-----------------------------------------------------------------------------
// Alpha to coverage
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableAlphaToCoverage( bool bEnable )
{
m_ShadowState.m_EnableAlphaToCoverage = bEnable;
}
//-----------------------------------------------------------------------------
// Indicates we've got a constant color specified
//-----------------------------------------------------------------------------
bool CShaderShadowDX8::HasConstantColor() const
{
return m_HasConstantColor;
}
void CShaderShadowDX8::EnableConstantColor( bool bEnable )
{
m_HasConstantColor = bEnable;
}
//-----------------------------------------------------------------------------
// A simpler method of dealing with alpha modulation
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableAlphaPipe( bool bEnable )
{
m_AlphaPipe = bEnable;
}
void CShaderShadowDX8::EnableConstantAlpha( bool bEnable )
{
m_HasConstantAlpha = bEnable;
}
void CShaderShadowDX8::EnableVertexAlpha( bool bEnable )
{
m_HasVertexAlpha = bEnable;
}
void CShaderShadowDX8::EnableTextureAlpha( TextureStage_t stage, bool bEnable )
{
if ( stage < m_pHardwareConfig->GetSamplerCount() )
{
m_TextureStage[stage].m_TextureAlphaEnable = bEnable;
}
}
//-----------------------------------------------------------------------------
// Indicates we're going to light the model
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableLighting( bool bEnable )
{
m_ShadowState.m_Lighting = bEnable;
}
//-----------------------------------------------------------------------------
// Enables specular lighting (lighting has also got to be enabled)
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableSpecular( bool bEnable )
{
m_ShadowState.m_SpecularEnable = bEnable;
}
//-----------------------------------------------------------------------------
// Enables auto-conversion from linear to gamma space on write to framebuffer.
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableSRGBWrite( bool bEnable )
{
if ( m_pHardwareConfig->SupportsSRGB() )
{
m_ShadowState.m_SRGBWriteEnable = bEnable;
}
else
{
m_ShadowState.m_SRGBWriteEnable = false;
}
}
//-----------------------------------------------------------------------------
// Activate/deactivate skinning
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableVertexBlend( bool bEnable )
{
// Activate/deactivate skinning. Indexed blending is automatically
// enabled if it's available for this hardware. When blending is enabled,
// we allocate enough room for 3 weights (max allowed)
if ((m_pHardwareConfig->MaxBlendMatrices() > 0) || (!bEnable))
{
m_ShadowState.m_VertexBlendEnable = bEnable;
}
}
//-----------------------------------------------------------------------------
// Texturemapping state
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableTexture( Sampler_t sampler, bool bEnable )
{
if ( sampler < m_pHardwareConfig->GetSamplerCount() )
{
m_SamplerState[sampler].m_TextureEnable = bEnable;
}
else
{
Warning( "Attempting to bind a texture to an invalid sampler (%d)!\n", sampler );
}
}
void CShaderShadowDX8::EnableSRGBRead( Sampler_t sampler, bool bEnable )
{
if ( !m_pHardwareConfig->SupportsSRGB() )
{
m_ShadowState.m_SamplerState[sampler].m_SRGBReadEnable = false;
return;
}
if ( sampler < m_pHardwareConfig->GetSamplerCount() )
{
m_ShadowState.m_SamplerState[sampler].m_SRGBReadEnable = bEnable;
}
else
{
Warning( "Attempting set SRGBRead state on an invalid sampler (%d)!\n", sampler );
}
}
void CShaderShadowDX8::SetShadowDepthFiltering( Sampler_t stage )
{
#ifdef DX_TO_GL_ABSTRACTION
if ( stage < m_pHardwareConfig->GetSamplerCount() )
{
m_ShadowState.m_SamplerState[stage].m_ShadowFilterEnable = true;
return;
}
#else
if ( !m_pHardwareConfig->SupportsFetch4() )
{
m_ShadowState.m_SamplerState[stage].m_Fetch4Enable = false;
return;
}
if ( stage < m_pHardwareConfig->GetSamplerCount() )
{
m_ShadowState.m_SamplerState[stage].m_Fetch4Enable = true;
return;
}
#endif
Warning( "Attempting set shadow filtering state on an invalid sampler (%d)!\n", stage );
}
//-----------------------------------------------------------------------------
// Binds texture coordinates to a particular stage...
//-----------------------------------------------------------------------------
void CShaderShadowDX8::TextureCoordinate( TextureStage_t stage, int useTexCoord )
{
if ( stage < m_pHardwareConfig->GetTextureStageCount() )
{
m_TextureStage[stage].m_TexCoordinate = useTexCoord;
// Need to recompute the texCoordIndex, since that's affected by this
RecomputeTexCoordIndex(stage);
}
}
//-----------------------------------------------------------------------------
// Automatic texture coordinate generation
//-----------------------------------------------------------------------------
void CShaderShadowDX8::RecomputeTexCoordIndex( TextureStage_t stage )
{
int texCoordIndex = m_TextureStage[stage].m_TexCoordinate;
if (m_TextureStage[stage].m_TexGenEnable)
texCoordIndex |= m_TextureStage[stage].m_TexCoordIndex;
m_ShadowState.m_TextureStage[stage].m_TexCoordIndex = texCoordIndex;
}
//-----------------------------------------------------------------------------
// Automatic texture coordinate generation
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableTexGen( TextureStage_t stage, bool bEnable )
{
if ( stage >= m_pHardwareConfig->GetTextureStageCount() )
{
Assert( 0 );
return;
}
m_TextureStage[stage].m_TexGenEnable = bEnable;
RecomputeTexCoordIndex(stage);
}
//-----------------------------------------------------------------------------
// Automatic texture coordinate generation
//-----------------------------------------------------------------------------
void CShaderShadowDX8::TexGen( TextureStage_t stage, ShaderTexGenParam_t param )
{
#ifdef FIXED_FUNCTION_PIPELINE
if ( stage >= m_pHardwareConfig->GetTextureStageCount() )
return;
switch( param )
{
case SHADER_TEXGENPARAM_OBJECT_LINEAR:
m_TextureStage[stage].m_TexCoordIndex = 0;
break;
case SHADER_TEXGENPARAM_EYE_LINEAR:
m_TextureStage[stage].m_TexCoordIndex = D3DTSS_TCI_CAMERASPACEPOSITION;
break;
case SHADER_TEXGENPARAM_SPHERE_MAP:
if ( m_pHardwareConfig->SupportsSpheremapping() )
{
m_TextureStage[stage].m_TexCoordIndex = D3DTSS_TCI_SPHEREMAP;
}
else
{
m_TextureStage[stage].m_TexCoordIndex = D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR;
}
break;
case SHADER_TEXGENPARAM_CAMERASPACEREFLECTIONVECTOR:
m_TextureStage[stage].m_TexCoordIndex = D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR;
break;
case SHADER_TEXGENPARAM_CAMERASPACENORMAL:
m_TextureStage[stage].m_TexCoordIndex = D3DTSS_TCI_CAMERASPACENORMAL;
break;
}
// Set the board state...
RecomputeTexCoordIndex(stage);
#endif
}
//-----------------------------------------------------------------------------
// Overbrighting
//-----------------------------------------------------------------------------
void CShaderShadowDX8::OverbrightValue( TextureStage_t stage, float value )
{
if ( m_pHardwareConfig->SupportsOverbright() &&
( stage < m_pHardwareConfig->GetTextureStageCount() ) )
{
m_TextureStage[stage].m_OverbrightVal = value;
}
}
//-----------------------------------------------------------------------------
// alternate method of specifying per-texture unit stuff, more flexible and more complicated
// Can be used to specify different operation per channel (alpha/color)...
//-----------------------------------------------------------------------------
void CShaderShadowDX8::EnableCustomPixelPipe( bool bEnable )
{
m_CustomTextureStageState = bEnable;
}
void CShaderShadowDX8::CustomTextureStages( int stageCount )
{
m_CustomTextureStages = stageCount;
Assert( stageCount <= m_pHardwareConfig->GetTextureStageCount() );
if ( stageCount > m_pHardwareConfig->GetTextureStageCount() )
stageCount = m_pHardwareConfig->GetTextureStageCount();
}
void CShaderShadowDX8::CustomTextureOperation( TextureStage_t stage,
ShaderTexChannel_t channel, ShaderTexOp_t op, ShaderTexArg_t arg1, ShaderTexArg_t arg2 )
{
m_TextureStage[stage].m_Op[channel]= op;
m_TextureStage[stage].m_Arg[channel][0] = arg1;
m_TextureStage[stage].m_Arg[channel][1] = arg2;
}
//-----------------------------------------------------------------------------
// Compute the vertex format from vertex descriptor flags
//-----------------------------------------------------------------------------
void CShaderShadowDX8::VertexShaderVertexFormat( unsigned int nFlags,
int nTexCoordCount, int* pTexCoordDimensions, int nUserDataSize )
{
// Code that creates a Mesh should specify whether it contains bone weights+indices, *not* the shader.
Assert( ( nFlags & VERTEX_BONE_INDEX ) == 0 );
nFlags &= ~VERTEX_BONE_INDEX;
// This indicates we're using a vertex shader
nFlags |= VERTEX_FORMAT_VERTEX_SHADER;
m_ShadowShaderState.m_VertexUsage = MeshMgr()->ComputeVertexFormat( nFlags, nTexCoordCount,
pTexCoordDimensions, 0, nUserDataSize );
m_ShadowState.m_UsingFixedFunction = false;
// Avoid an error if vertex stream 0 is too narrow
if ( CVertexBufferBase::VertexFormatSize( m_ShadowShaderState.m_VertexUsage ) <= 16 )
{
// FIXME: this is only necessary because we
// (a) put the flex normal/position stream in ALL vertex decls
// (b) bind stream 0's VB to stream 2 if there is no actual flex data
// ...it would be far more sensible to not add stream 2 to all vertex decls.
static bool bComplained = false;
if( !bComplained )
{
Warning( "ERROR: shader asking for a too-narrow vertex format - you will see errors if running with debug D3D DLLs!\n\tPadding the vertex format with extra texcoords\n\tWill not warn again.\n" );
bComplained = true;
}
// All vertex formats should contain position...
Assert( nFlags & VERTEX_POSITION );
nFlags |= VERTEX_POSITION;
// This error should occur only if we have zero texcoords, or if we have a single, 1-D texcoord
Assert( ( nTexCoordCount == 0 ) ||
( ( nTexCoordCount == 1 ) && pTexCoordDimensions && ( pTexCoordDimensions[0] == 1 ) ) );
nTexCoordCount = 1;
m_ShadowShaderState.m_VertexUsage = MeshMgr()->ComputeVertexFormat( nFlags, nTexCoordCount, NULL, 0, nUserDataSize );
}
}
//-----------------------------------------------------------------------------
// Compute the vertex format from vertex descriptor flags
//-----------------------------------------------------------------------------
void CShaderShadowDX8::SetMorphFormat( MorphFormat_t flags )
{
m_ShadowShaderState.m_MorphUsage = flags;
}
//-----------------------------------------------------------------------------
// Pixel and vertex shader methods
//-----------------------------------------------------------------------------
void CShaderShadowDX8::SetVertexShader( const char* pFileName, int nStaticVshIndex )
{
char debugLabel[500] = "";
#ifdef DX_TO_GL_ABSTRACTION
Q_snprintf( debugLabel, sizeof(debugLabel), "vs-file %s vs-index %d", pFileName, nStaticVshIndex );
#endif
m_ShadowShaderState.m_VertexShader = ShaderManager()->CreateVertexShader( pFileName, nStaticVshIndex, debugLabel );
m_ShadowShaderState.m_nStaticVshIndex = nStaticVshIndex;
}
void CShaderShadowDX8::SetPixelShader( const char* pFileName, int nStaticPshIndex )
{
char debugLabel[500] = "";
#ifdef DX_TO_GL_ABSTRACTION
Q_snprintf( debugLabel, sizeof(debugLabel), "ps-file %s ps-index %d", pFileName, nStaticPshIndex );
#endif
m_ShadowShaderState.m_PixelShader = ShaderManager()->CreatePixelShader( pFileName, nStaticPshIndex, debugLabel );
m_ShadowShaderState.m_nStaticPshIndex = nStaticPshIndex;
}
//-----------------------------------------------------------------------------
// NOTE: See Version 5 of this file for NVidia 8-stage shader stuff
//-----------------------------------------------------------------------------
inline bool CShaderShadowDX8::IsUsingTextureCoordinates( Sampler_t sampler ) const
{
return m_SamplerState[sampler].m_TextureEnable;
}
inline D3DTEXTUREOP CShaderShadowDX8::OverbrightBlendValue( TextureStage_t stage )
{
D3DTEXTUREOP colorop;
if (m_TextureStage[stage].m_OverbrightVal < 2.0F)
colorop = D3DTOP_MODULATE;
else if (m_TextureStage[stage].m_OverbrightVal < 4.0F)
colorop = D3DTOP_MODULATE2X;
else
colorop = D3DTOP_MODULATE4X;
return colorop;
}
static inline int ComputeArg( ShaderTexArg_t arg )
{
switch(arg)
{
case SHADER_TEXARG_TEXTURE:
return D3DTA_TEXTURE;
case SHADER_TEXARG_ZERO:
return D3DTA_SPECULAR | D3DTA_COMPLEMENT;
case SHADER_TEXARG_ONE:
return D3DTA_SPECULAR;
case SHADER_TEXARG_TEXTUREALPHA:
return D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE;
case SHADER_TEXARG_INVTEXTUREALPHA:
return D3DTA_TEXTURE | D3DTA_ALPHAREPLICATE | D3DTA_COMPLEMENT;
case SHADER_TEXARG_NONE:
case SHADER_TEXARG_VERTEXCOLOR:
return D3DTA_DIFFUSE;
case SHADER_TEXARG_SPECULARCOLOR:
return D3DTA_SPECULAR;
case SHADER_TEXARG_CONSTANTCOLOR:
return D3DTA_TFACTOR;
case SHADER_TEXARG_PREVIOUSSTAGE:
return D3DTA_CURRENT;
}
Assert(0);
return D3DTA_TEXTURE;
}
static inline D3DTEXTUREOP ComputeOp( ShaderTexOp_t op )
{
switch(op)
{
case SHADER_TEXOP_MODULATE:
return D3DTOP_MODULATE;
case SHADER_TEXOP_MODULATE2X:
return D3DTOP_MODULATE2X;
case SHADER_TEXOP_MODULATE4X:
return D3DTOP_MODULATE4X;
case SHADER_TEXOP_SELECTARG1:
return D3DTOP_SELECTARG1;
case SHADER_TEXOP_SELECTARG2:
return D3DTOP_SELECTARG2;
case SHADER_TEXOP_ADD:
return D3DTOP_ADD;
case SHADER_TEXOP_SUBTRACT:
return D3DTOP_SUBTRACT;
case SHADER_TEXOP_ADDSIGNED2X:
return D3DTOP_ADDSIGNED2X;
case SHADER_TEXOP_BLEND_CONSTANTALPHA:
return D3DTOP_BLENDFACTORALPHA;
case SHADER_TEXOP_BLEND_PREVIOUSSTAGEALPHA:
return D3DTOP_BLENDCURRENTALPHA;
case SHADER_TEXOP_BLEND_TEXTUREALPHA:
return D3DTOP_BLENDTEXTUREALPHA;
case SHADER_TEXOP_MODULATECOLOR_ADDALPHA:
return D3DTOP_MODULATECOLOR_ADDALPHA;
case SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA:
return D3DTOP_MODULATEINVCOLOR_ADDALPHA;
case SHADER_TEXOP_DOTPRODUCT3:
return D3DTOP_DOTPRODUCT3;
case SHADER_TEXOP_DISABLE:
return D3DTOP_DISABLE;
}
Assert(0);
return D3DTOP_MODULATE;
}
void CShaderShadowDX8::ConfigureCustomFVFVertexShader( unsigned int flags )
{
int i;
for ( i = 0; i < m_CustomTextureStages; ++i)
{
m_ShadowState.m_TextureStage[i].m_ColorArg1 = ComputeArg( m_TextureStage[i].m_Arg[0][0] );
m_ShadowState.m_TextureStage[i].m_ColorArg2 = ComputeArg( m_TextureStage[i].m_Arg[0][1] );
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = ComputeArg( m_TextureStage[i].m_Arg[1][0] );
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = ComputeArg( m_TextureStage[i].m_Arg[1][1] );
m_ShadowState.m_TextureStage[i].m_ColorOp = ComputeOp( m_TextureStage[i].m_Op[0] );
m_ShadowState.m_TextureStage[i].m_AlphaOp = ComputeOp( m_TextureStage[i].m_Op[1] );
}
// Deal with texture stage 1 -> n
for ( i = m_CustomTextureStages; i < m_pHardwareConfig->GetTextureStageCount(); ++i )
{
m_ShadowState.m_TextureStage[i].m_ColorArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_ColorArg2 = D3DTA_CURRENT;
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = D3DTA_CURRENT;
m_ShadowState.m_TextureStage[i].m_ColorOp = D3DTOP_DISABLE;
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_DISABLE;
}
}
//-----------------------------------------------------------------------------
// Sets up the alpha texture stage state
//-----------------------------------------------------------------------------
void CShaderShadowDX8::ConfigureAlphaPipe( unsigned int flags )
{
// Are we using color?
bool isUsingVertexAlpha = m_HasVertexAlpha && ((flags & SHADER_DRAW_COLOR) != 0);
bool isUsingConstantAlpha = m_HasConstantAlpha;
int lastTextureStage = m_pHardwareConfig->GetTextureStageCount() - 1;
while ( lastTextureStage >= 0 )
{
if ( m_TextureStage[lastTextureStage].m_TextureAlphaEnable )
break;
--lastTextureStage;
}
for ( int i = 0; i < m_pHardwareConfig->GetTextureStageCount(); ++i )
{
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_MODULATE;
if ( m_TextureStage[i].m_TextureAlphaEnable )
{
if (i == 0)
{
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_AlphaArg2 =
isUsingConstantAlpha ? D3DTA_TFACTOR : D3DTA_DIFFUSE;
if (!isUsingConstantAlpha && !isUsingVertexAlpha)
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_SELECTARG1;
if (isUsingConstantAlpha)
isUsingConstantAlpha = false;
else if (isUsingVertexAlpha)
isUsingVertexAlpha = false;
}
else
{
// Deal with texture stage 0
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = D3DTA_CURRENT;
}
}
else
{
// Blat out unused stages
if ((i > lastTextureStage) && !isUsingVertexAlpha && !isUsingConstantAlpha)
{
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = D3DTA_CURRENT;
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_DISABLE;
continue;
}
// No texture coordinates; try to fold in vertex or constant alpha
if (i == 0)
{
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = D3DTA_DIFFUSE;
if (isUsingVertexAlpha)
{
m_ShadowState.m_TextureStage[i].m_AlphaOp =
isUsingConstantAlpha ? D3DTOP_MODULATE : D3DTOP_SELECTARG2;
}
else
{
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_SELECTARG1;
}
isUsingVertexAlpha = false;
isUsingConstantAlpha = false;
}
else
{
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_CURRENT;
if (isUsingConstantAlpha)
{
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = D3DTA_TFACTOR;
isUsingConstantAlpha = false;
}
else if (isUsingVertexAlpha)
{
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = D3DTA_DIFFUSE;
isUsingVertexAlpha = false;
}
else
{
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = D3DTA_DIFFUSE;
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_SELECTARG1;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Sets up the texture stage state
//-----------------------------------------------------------------------------
void CShaderShadowDX8::ConfigureFVFVertexShader( unsigned int flags )
{
// For non-modulation, we can't really use the path below...
if (m_CustomTextureStageState)
{
ConfigureCustomFVFVertexShader( flags );
return;
}
// Deal with texture stage 0
m_ShadowState.m_TextureStage[0].m_ColorArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[0].m_ColorArg2 = D3DTA_DIFFUSE;
m_ShadowState.m_TextureStage[0].m_AlphaArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[0].m_AlphaArg2 = D3DTA_DIFFUSE;
// Are we using color?
bool isUsingVertexColor = (flags & SHADER_DRAW_COLOR) != 0;
bool isUsingConstantColor = (flags & SHADER_HAS_CONSTANT_COLOR) != 0;
// Are we using texture coordinates?
if ( IsUsingTextureCoordinates( SHADER_SAMPLER0 ) )
{
if (isUsingVertexColor)
{
m_ShadowState.m_TextureStage[0].m_ColorOp = OverbrightBlendValue(SHADER_TEXTURE_STAGE0);
m_ShadowState.m_TextureStage[0].m_AlphaOp = D3DTOP_MODULATE;
}
else
{
// Just blend in the constant color here, and don't blend it in below
m_ShadowState.m_TextureStage[0].m_ColorArg2 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[0].m_AlphaArg2 = D3DTA_TFACTOR;
isUsingConstantColor = false;
m_ShadowState.m_TextureStage[0].m_ColorOp = OverbrightBlendValue(SHADER_TEXTURE_STAGE0);
m_ShadowState.m_TextureStage[0].m_AlphaOp = D3DTOP_MODULATE;
}
}
else
{
// Are we using color?
if (isUsingVertexColor)
{
// Color, but no texture
if ( m_TextureStage[0].m_OverbrightVal < 2.0f )
{
// Use diffuse * constant color, if we have a constant color
if (isUsingConstantColor)
{
m_ShadowState.m_TextureStage[0].m_ColorArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[0].m_AlphaArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[0].m_ColorOp = OverbrightBlendValue((TextureStage_t)0);
m_ShadowState.m_TextureStage[0].m_AlphaOp = D3DTOP_MODULATE;
// This'll make sure we don't apply the constant color again below
isUsingConstantColor = false;
}
else
{
m_ShadowState.m_TextureStage[0].m_ColorOp = D3DTOP_SELECTARG2;
m_ShadowState.m_TextureStage[0].m_AlphaOp = D3DTOP_SELECTARG2;
}
}
else if (m_TextureStage[0].m_OverbrightVal < 4.0f)
{
// Produce diffuse + diffuse
m_ShadowState.m_TextureStage[0].m_ColorArg1 = D3DTA_DIFFUSE;
m_ShadowState.m_TextureStage[0].m_ColorOp = D3DTOP_ADD;
m_ShadowState.m_TextureStage[0].m_AlphaOp = D3DTOP_SELECTARG2;
}
else
{
// no 4x overbright yet!
Assert(0);
}
}
else
{
// No texture, no color
if (isUsingConstantColor)
{
m_ShadowState.m_TextureStage[0].m_ColorArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[0].m_AlphaArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[0].m_ColorOp = D3DTOP_SELECTARG1;
m_ShadowState.m_TextureStage[0].m_AlphaOp = D3DTOP_SELECTARG1;
// This'll make sure we don't apply the constant color again below
isUsingConstantColor = false;
}
else
{
// Deal with texture stage 0
m_ShadowState.m_TextureStage[0].m_ColorArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[0].m_AlphaArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[0].m_ColorOp = D3DTOP_SELECTARG1;
m_ShadowState.m_TextureStage[0].m_AlphaOp = D3DTOP_SELECTARG1;
}
}
}
// Deal with texture stage 1 -> n
int lastUsedTextureStage = 0;
for ( int i = 1; i < m_pHardwareConfig->GetTextureStageCount(); ++i )
{
m_ShadowState.m_TextureStage[i].m_ColorArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_ColorArg2 = D3DTA_CURRENT;
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = D3DTA_CURRENT;
// Not doing anything? Disable the stage
if ( !IsUsingTextureCoordinates( (Sampler_t)i ) )
{
if (m_TextureStage[i].m_OverbrightVal < 2.0f)
{
m_ShadowState.m_TextureStage[i].m_ColorOp = D3DTOP_DISABLE;
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_DISABLE;
}
else
{
// Here, we're modulating. Add in the constant color if we need to...
m_ShadowState.m_TextureStage[i].m_ColorArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[i].m_ColorOp = OverbrightBlendValue((TextureStage_t)i);
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_MODULATE;
isUsingConstantColor = false;
lastUsedTextureStage = i;
}
}
else
{
// Here, we're modulating. Keep track of the last modulation stage,
// cause the constant color modulation comes in the stage after that
lastUsedTextureStage = i;
m_ShadowState.m_TextureStage[i].m_ColorOp = OverbrightBlendValue((TextureStage_t)i);
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_MODULATE;
}
}
// massive amounts of suck: gotta overbright here if we really
// wanted to overbright stage0 but couldn't because of the add.
// This isn't totally correct, but there's no way around putting it here
// because we can't texture out of stage2 on low or medium end hardware
m_ShadowShaderState.m_ModulateConstantColor = false;
if (isUsingConstantColor)
{
++lastUsedTextureStage;
if (isUsingConstantColor &&
(lastUsedTextureStage >= m_pHardwareConfig->GetTextureStageCount()))
{
// This is the case where we'd want to modulate in a particular texture
// stage, but we can't because there aren't enough. In this case, we're gonna
// need to do the modulation in the per-vertex color.
m_ShadowShaderState.m_ModulateConstantColor = true;
}
else
{
AssertOnce (lastUsedTextureStage < 2);
// Here, we've got enough texture stages to do the modulation
m_ShadowState.m_TextureStage[lastUsedTextureStage].m_ColorArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[lastUsedTextureStage].m_ColorArg2 = D3DTA_CURRENT;
m_ShadowState.m_TextureStage[lastUsedTextureStage].m_AlphaArg1 = D3DTA_TFACTOR;
m_ShadowState.m_TextureStage[lastUsedTextureStage].m_AlphaArg2 = D3DTA_CURRENT;
m_ShadowState.m_TextureStage[lastUsedTextureStage].m_ColorOp = D3DTOP_MODULATE;
m_ShadowState.m_TextureStage[lastUsedTextureStage].m_AlphaOp = D3DTOP_MODULATE;
}
}
// Overwrite the alpha stuff if we asked to independently control it
if (m_AlphaPipe)
{
ConfigureAlphaPipe( flags );
}
}
//-----------------------------------------------------------------------------
// Makes sure we report if we're getting garbage.
//-----------------------------------------------------------------------------
void CShaderShadowDX8::DrawFlags( unsigned int flags )
{
m_DrawFlags = flags;
m_ShadowState.m_UsingFixedFunction = true;
}
//-----------------------------------------------------------------------------
// Compute texture coordinates
//-----------------------------------------------------------------------------
void CShaderShadowDX8::ConfigureTextureCoordinates( unsigned int flags )
{
// default...
for (int i = 0; i < m_pHardwareConfig->GetTextureStageCount(); ++i)
{
TextureCoordinate( (TextureStage_t)i, i );
}
if (flags & SHADER_DRAW_TEXCOORD0)
{
Assert( (flags & SHADER_DRAW_LIGHTMAP_TEXCOORD0) == 0 );
TextureCoordinate( SHADER_TEXTURE_STAGE0, 0 );
}
else if (flags & SHADER_DRAW_LIGHTMAP_TEXCOORD0)
{
TextureCoordinate( SHADER_TEXTURE_STAGE0, 1 );
}
else if (flags & SHADER_DRAW_SECONDARY_TEXCOORD0 )
{
TextureCoordinate( SHADER_TEXTURE_STAGE0, 2 );
}
if (flags & SHADER_DRAW_TEXCOORD1)
{
Assert( (flags & SHADER_DRAW_LIGHTMAP_TEXCOORD1) == 0 );
TextureCoordinate( SHADER_TEXTURE_STAGE1, 0 );
}
else if (flags & SHADER_DRAW_LIGHTMAP_TEXCOORD1)
{
TextureCoordinate( SHADER_TEXTURE_STAGE1, 1 );
}
else if (flags & SHADER_DRAW_SECONDARY_TEXCOORD1 )
{
TextureCoordinate( SHADER_TEXTURE_STAGE1, 2 );
}
}
//-----------------------------------------------------------------------------
// Converts draw flags into vertex format
//-----------------------------------------------------------------------------
VertexFormat_t CShaderShadowDX8::FlagsToVertexFormat( int flags ) const
{
// Flags -1 occurs when there's an error condition;
// we'll just give em the max space and let them fill it in.
int formatFlags = 0;
int texCoordSize[VERTEX_MAX_TEXTURE_COORDINATES] = { 0, 0, 0, 0, 0, 0, 0, 0 };
int userDataSize = 0;
int numBones = 0;
// Flags -1 occurs when there's an error condition;
// we'll just give em the max space and let them fill it in.
if (flags == -1)
{
formatFlags = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_COLOR |
VERTEX_TANGENT_S | VERTEX_TANGENT_T;
texCoordSize[0] = texCoordSize[1] = texCoordSize[2] = 2;
}
else
{
if (flags & SHADER_DRAW_POSITION)
formatFlags |= VERTEX_POSITION;
if (flags & SHADER_DRAW_NORMAL)
formatFlags |= VERTEX_NORMAL;
if (flags & SHADER_DRAW_COLOR)
formatFlags |= VERTEX_COLOR;
if( flags & SHADER_DRAW_SPECULAR )
formatFlags |= VERTEX_SPECULAR;
if (flags & SHADER_TEXCOORD_MASK)
{
// normal texture coords into texture 0
texCoordSize[0] = 2;
}
if (flags & SHADER_LIGHTMAP_TEXCOORD_MASK)
{
// lightmaps go into texcoord 1
texCoordSize[1] = 2;
}
if (flags & SHADER_SECONDARY_TEXCOORD_MASK)
{
// any texgen, or secondary texture coordinate is put into texcoord 2
texCoordSize[2] = 2;
}
}
// Hardware skinning... always store space for up to 3 bones
// and always assume index blend enabled if available
if (m_ShadowState.m_VertexBlendEnable)
{
if (HardwareConfig()->MaxBlendMatrixIndices() > 0)
formatFlags |= VERTEX_BONE_INDEX;
if (HardwareConfig()->MaxBlendMatrices() > 2)
numBones = 2; // the third bone weight is implied
else
numBones = HardwareConfig()->MaxBlendMatrices() - 1;
}
return MeshMgr()->ComputeVertexFormat( formatFlags, VERTEX_MAX_TEXTURE_COORDINATES,
texCoordSize, numBones, userDataSize );
}
//-----------------------------------------------------------------------------
// Computes shadow state based on bunches of other parameters
//-----------------------------------------------------------------------------
void CShaderShadowDX8::ComputeAggregateShadowState( )
{
unsigned int flags = 0;
// Initialize the texture stage usage; this may get changed later
for (int i = 0; i < m_pHardwareConfig->GetSamplerCount(); ++i)
{
m_ShadowState.m_SamplerState[i].m_TextureEnable =
IsUsingTextureCoordinates( (Sampler_t)i );
// Deal with the alpha pipe
if ( m_ShadowState.m_UsingFixedFunction && m_AlphaPipe )
{
if ( m_TextureStage[i].m_TextureAlphaEnable )
{
m_ShadowState.m_SamplerState[i].m_TextureEnable = true;
}
}
}
// Always use the same alpha src + dest if it's disabled
// NOTE: This is essential for stateblocks to work
if ( m_ShadowState.m_AlphaBlendEnable )
{
m_ShadowState.m_SrcBlend = m_SrcBlend;
m_ShadowState.m_DestBlend = m_DestBlend;
m_ShadowState.m_BlendOp = m_BlendOp;
}
else
{
m_ShadowState.m_SrcBlend = D3DBLEND_ONE;
m_ShadowState.m_DestBlend = D3DBLEND_ZERO;
m_ShadowState.m_BlendOp = D3DBLENDOP_ADD;
}
// GR
if (m_ShadowState.m_SeparateAlphaBlendEnable)
{
m_ShadowState.m_SrcBlendAlpha = m_SrcBlendAlpha;
m_ShadowState.m_DestBlendAlpha = m_DestBlendAlpha;
m_ShadowState.m_BlendOpAlpha = m_BlendOpAlpha;
}
else
{
m_ShadowState.m_SrcBlendAlpha = D3DBLEND_ONE;
m_ShadowState.m_DestBlendAlpha = D3DBLEND_ZERO;
m_ShadowState.m_BlendOpAlpha = D3DBLENDOP_ADD;
}
// Use the same func if it's disabled
if (m_ShadowState.m_AlphaTestEnable)
{
// If alpha test is enabled, just use the values set
m_ShadowState.m_AlphaFunc = m_AlphaFunc;
m_ShadowState.m_AlphaRef = m_AlphaRef;
}
else
{
// A default value
m_ShadowState.m_AlphaFunc = D3DCMP_GREATEREQUAL;
m_ShadowState.m_AlphaRef = 0;
// If not alpha testing and doing a standard alpha blend, force on alpha testing
if ( m_ShadowState.m_AlphaBlendEnable )
{
if ( ( m_ShadowState.m_SrcBlend == D3DBLEND_SRCALPHA ) && ( m_ShadowState.m_DestBlend == D3DBLEND_INVSRCALPHA ) )
{
m_ShadowState.m_AlphaFunc = D3DCMP_GREATEREQUAL;
m_ShadowState.m_AlphaRef = 1;
}
}
}
if ( m_ShadowState.m_UsingFixedFunction )
{
flags = m_DrawFlags;
// We need to take this bad boy into account
if (HasConstantColor())
flags |= SHADER_HAS_CONSTANT_COLOR;
// We need to take lighting into account..
if ( m_ShadowState.m_Lighting )
flags |= SHADER_DRAW_NORMAL;
if (m_ShadowState.m_Lighting)
flags |= SHADER_DRAW_COLOR;
// Look for inconsistency in the shadow state (can't have texgen &
// SHADER_DRAW_TEXCOORD or SHADER_DRAW_SECONDARY_TEXCOORD0 on the same stage)
if (flags & (SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SECONDARY_TEXCOORD0))
{
Assert( (m_ShadowState.m_TextureStage[0].m_TexCoordIndex & 0xFFFF0000) == 0 );
}
if (flags & (SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_SECONDARY_TEXCOORD1))
{
Assert( (m_ShadowState.m_TextureStage[1].m_TexCoordIndex & 0xFFFF0000) == 0 );
}
if (flags & (SHADER_DRAW_TEXCOORD2 | SHADER_DRAW_SECONDARY_TEXCOORD2))
{
Assert( (m_ShadowState.m_TextureStage[2].m_TexCoordIndex & 0xFFFF0000) == 0 );
}
if (flags & (SHADER_DRAW_TEXCOORD3 | SHADER_DRAW_SECONDARY_TEXCOORD3))
{
Assert( (m_ShadowState.m_TextureStage[3].m_TexCoordIndex & 0xFFFF0000) == 0 );
}
// Vertex usage has already been set for pixel + vertex shaders
m_ShadowShaderState.m_VertexUsage = FlagsToVertexFormat( flags );
// Configure the texture stages
ConfigureFVFVertexShader(flags);
#if 0
//#ifdef _DEBUG
// NOTE: This must be true for stateblocks to work
for ( i = 0; i < m_pHardwareConfig->GetTextureStageCount(); ++i )
{
if ( m_ShadowState.m_TextureStage[i].m_ColorOp == D3DTOP_DISABLE )
{
Assert( m_ShadowState.m_TextureStage[i].m_ColorArg1 == D3DTA_TEXTURE );
Assert( m_ShadowState.m_TextureStage[i].m_ColorArg2 == ((i == 0) ? D3DTA_DIFFUSE : D3DTA_CURRENT) );
}
if ( m_ShadowState.m_TextureStage[i].m_AlphaOp == D3DTOP_DISABLE )
{
Assert( m_ShadowState.m_TextureStage[i].m_AlphaArg1 == D3DTA_TEXTURE );
Assert( m_ShadowState.m_TextureStage[i].m_AlphaArg2 == ((i == 0) ? D3DTA_DIFFUSE : D3DTA_CURRENT) );
}
}
#endif
}
else
{
// Pixel shaders, disable everything so as to prevent unnecessary state changes....
for ( int i = 0; i < m_pHardwareConfig->GetTextureStageCount(); ++i )
{
m_ShadowState.m_TextureStage[i].m_ColorArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_ColorArg2 = (i == 0) ? D3DTA_DIFFUSE : D3DTA_CURRENT;
m_ShadowState.m_TextureStage[i].m_AlphaArg1 = D3DTA_TEXTURE;
m_ShadowState.m_TextureStage[i].m_AlphaArg2 = (i == 0) ? D3DTA_DIFFUSE : D3DTA_CURRENT;
m_ShadowState.m_TextureStage[i].m_ColorOp = D3DTOP_DISABLE;
m_ShadowState.m_TextureStage[i].m_AlphaOp = D3DTOP_DISABLE;
m_ShadowState.m_TextureStage[i].m_TexCoordIndex = i;
}
m_ShadowState.m_Lighting = false;
m_ShadowState.m_SpecularEnable = false;
m_ShadowState.m_VertexBlendEnable = false;
m_ShadowShaderState.m_ModulateConstantColor = false;
}
// Compute texture coordinates
ConfigureTextureCoordinates(flags);
// Alpha to coverage
if ( m_ShadowState.m_EnableAlphaToCoverage )
{
// Only allow this to be enabled if blending is disabled and testing is enabled
if ( ( m_ShadowState.m_AlphaBlendEnable == true ) || ( m_ShadowState.m_AlphaTestEnable == false ) )
{
m_ShadowState.m_EnableAlphaToCoverage = false;
}
}
}
void CShaderShadowDX8::FogMode( ShaderFogMode_t fogMode )
{
Assert( fogMode >= 0 && fogMode < SHADER_FOGMODE_NUMFOGMODES );
m_ShadowState.m_FogMode = fogMode;
}
void CShaderShadowDX8::DisableFogGammaCorrection( bool bDisable )
{
m_ShadowState.m_bDisableFogGammaCorrection = bDisable;
}
void CShaderShadowDX8::SetDiffuseMaterialSource( ShaderMaterialSource_t materialSource )
{
COMPILE_TIME_ASSERT( ( int )D3DMCS_MATERIAL == ( int )SHADER_MATERIALSOURCE_MATERIAL );
COMPILE_TIME_ASSERT( ( int )D3DMCS_COLOR1 == ( int )SHADER_MATERIALSOURCE_COLOR1 );
COMPILE_TIME_ASSERT( ( int )D3DMCS_COLOR2 == ( int )SHADER_MATERIALSOURCE_COLOR2 );
Assert( materialSource == SHADER_MATERIALSOURCE_MATERIAL ||
materialSource == SHADER_MATERIALSOURCE_COLOR1 ||
materialSource == SHADER_MATERIALSOURCE_COLOR2 );
m_ShadowState.m_DiffuseMaterialSource = ( D3DMATERIALCOLORSOURCE )materialSource;
}