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

422 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_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