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

311 lines
9.5 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( 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