//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "SDK_vertexlitgeneric_vs11.inc"
#include "SDK_vertexlitgeneric_selfillumonly.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( SDK_VertexLitGeneric, SDK_VertexLitGeneric_DX8 )
DEFINE_FALLBACK_SHADER( SDK_Skin_DX9, SDK_VertexLitGeneric_DX8 )
BEGIN_VS_SHADER( SDK_VertexLitGeneric_DX8,
"Help for VertexLitGeneric" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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", "envmap frame number" )
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( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "0", "Make the envmap only apply to dx9 and higher hardware" )
SHADER_PARAM( FORCEBUMP, SHADER_PARAM_TYPE_BOOL, "0", "0 == Do bumpmapping if the card says it can handle it. 1 == Always do bumpmapping." )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
// We don't want no stinking bump mapping on models in dx8.
// Wait a minute! We want specular bump. .need to make that work by itself.
// params[BUMPMAP]->SetUndefined();
// if( IS_FLAG_SET( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK ) )
// {
// CLEAR_FLAGS( MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK );
// params[ENVMAP]->SetUndefined();
// }
// default to 'MODEL' mode...
if (!IS_FLAG_DEFINED( MATERIAL_VAR_MODEL ))
SET_FLAGS( MATERIAL_VAR_MODEL );
if( !params[ENVMAPMASKSCALE]->IsDefined() )
params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
if( !params[ENVMAPMASKFRAME]->IsDefined() )
params[ENVMAPMASKFRAME]->SetIntValue( 0 );
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 );
if( !params[ENVMAPCONTRAST]->IsDefined() )
params[ENVMAPCONTRAST]->SetFloatValue( 0.0f );
if( !params[ENVMAPSATURATION]->IsDefined() )
params[ENVMAPSATURATION]->SetFloatValue( 1.0f );
if( !params[ENVMAPFRAME]->IsDefined() )
params[ENVMAPFRAME]->SetIntValue( 0 );
if( !params[BUMPFRAME]->IsDefined() )
params[BUMPFRAME]->SetIntValue( 0 );
// 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 );
}
if( g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined() )
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
// 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();
}
// If a bumpmap is defined but an envmap isn't, then ignore the bumpmap.
// It was meant to be used with diffuse
if ( !params[ENVMAP]->IsDefined() )
{
params[BUMPMAP]->SetUndefined();
}
}
SHADER_FALLBACK
{
if ( IsPC() )
{
if ( g_pHardwareConfig->GetDXSupportLevel() < 70)
return "SDK_VertexLitGeneric_DX6";
if ( g_pHardwareConfig->GetDXSupportLevel() < 80)
return "SDK_VertexLitGeneric_DX7";
if ( g_pHardwareConfig->PreferReducedFillrate() )
return "SDK_VertexLitGeneric_NoBump_DX8";
}
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 );
}
if (g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsDefined())
{
LoadBumpMap( BUMPMAP );
}
// 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 );
}
}
}
inline const char *GetUnbumpedPixelShaderName( IMaterialVar** params, bool bSkipEnvmap )
{
static char const* s_pPixelShaders[] =
{
"SDK_VertexLitGeneric_EnvmapV2",
"SDK_VertexLitGeneric_SelfIlluminatedEnvmapV2",
"SDK_VertexLitGeneric_BaseAlphaMaskedEnvmapV2",
"SDK_VertexLitGeneric_SelfIlluminatedEnvmapV2",
// Env map mask
"SDK_VertexLitGeneric_MaskedEnvmapV2",
"SDK_VertexLitGeneric_SelfIlluminatedMaskedEnvmapV2",
"SDK_VertexLitGeneric_MaskedEnvmapV2",
"SDK_VertexLitGeneric_SelfIlluminatedMaskedEnvmapV2",
// Detail
"SDK_VertexLitGeneric_DetailEnvmapV2",
"SDK_VertexLitGeneric_DetailSelfIlluminatedEnvmapV2",
"SDK_VertexLitGeneric_DetailBaseAlphaMaskedEnvmapV2",
"SDK_VertexLitGeneric_DetailSelfIlluminatedEnvmapV2",
// Env map mask
"SDK_VertexLitGeneric_DetailMaskedEnvmapV2",
"SDK_VertexLitGeneric_DetailSelfIlluminatedMaskedEnvmapV2",
"SDK_VertexLitGeneric_DetailMaskedEnvmapV2",
"SDK_VertexLitGeneric_DetailSelfIlluminatedMaskedEnvmapV2",
};
if (!params[BASETEXTURE]->IsTexture())
{
if (params[ENVMAP]->IsTexture() && !bSkipEnvmap )
{
if (!params[ENVMAPMASK]->IsTexture())
{
return "SDK_VertexLitGeneric_EnvmapNoTexture";
}
else
{
return "SDK_VertexLitGeneric_MaskedEnvmapNoTexture";
}
}
else
{
if (params[DETAIL]->IsTexture())
{
return "SDK_VertexLitGeneric_DetailNoTexture";
}
else
{
return "SDK_VertexLitGeneric_NoTexture";
}
}
}
else
{
if (params[ENVMAP]->IsTexture() && !bSkipEnvmap )
{
int pshIndex = 0;
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
pshIndex |= 0x1;
if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
pshIndex |= 0x2;
if (params[ENVMAPMASK]->IsTexture())
pshIndex |= 0x4;
if (params[DETAIL]->IsTexture())
pshIndex |= 0x8;
return s_pPixelShaders[pshIndex];
}
else
{
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
{
if (params[DETAIL]->IsTexture())
return "SDK_VertexLitGeneric_DetailSelfIlluminated";
else
return "SDK_VertexLitGeneric_SelfIlluminated";
}
else
if (params[DETAIL]->IsTexture())
return "SDK_VertexLitGeneric_Detail";
else
return "SDK_VertexLitGeneric";
}
}
}
void DrawUnbumpedUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, bool bSkipEnvmap )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
int fmt = VERTEX_POSITION | VERTEX_NORMAL | VERTEX_BONE_INDEX;
// FIXME: We could enable this, but we'd never get it working on dx7 or lower
// FIXME: This isn't going to work until we make more vertex shaders that
// pass the vertex color and alpha values through.
#if 0
if ( IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ) || IS_FLAG_SET( MATERIAL_VAR_VERTEXALPHA ) )
fmt |= VERTEX_COLOR;
#endif
if (params[ENVMAP]->IsTexture() && !bSkipEnvmap )
{
// envmap on stage 1
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
// envmapmask on stage 2
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
{
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE2, true );
}
}
if (params[BASETEXTURE]->IsTexture())
{
SetDefaultBlendingShadowState( BASETEXTURE, true );
}
else
{
SetDefaultBlendingShadowState( ENVMAPMASK, false );
}
if (params[DETAIL]->IsTexture())
pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE3, true );
pShaderShadow->VertexShaderVertexFormat( fmt, 1, 0, 3, 0 );
// Set up the vertex shader index.
sdk_vertexlitgeneric_vs11_Static_Index vshIndex;
#ifndef _XBOX
vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
#endif
vshIndex.SetDETAIL( params[DETAIL]->IsTexture() );
if( params[ENVMAP]->IsTexture() && !bSkipEnvmap )
{
vshIndex.SetENVMAP( true );
vshIndex.SetENVMAPCAMERASPACE( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) );
if( IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE) )
{
vshIndex.SetENVMAPSPHERE( false );
}
else
{
vshIndex.SetENVMAPSPHERE( IS_FLAG_SET( MATERIAL_VAR_ENVMAPSPHERE ) );
}
}
else
{
vshIndex.SetENVMAP( false );
vshIndex.SetENVMAPCAMERASPACE( false );
vshIndex.SetENVMAPSPHERE( false );
}
pShaderShadow->SetVertexShader( "SDK_vertexlitgeneric_vs11", vshIndex.GetIndex() );
const char *pshName = GetUnbumpedPixelShaderName( params, bSkipEnvmap );
pShaderShadow->SetPixelShader( pshName );
DefaultFog();
}
DYNAMIC_STATE
{
if (params[BASETEXTURE]->IsTexture())
{
BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
}
// if (params[ENVMAP]->IsTexture())
if (params[ENVMAP]->IsTexture() && !bSkipEnvmap )
{
BindTexture( SHADER_TEXTURE_STAGE1, ENVMAP, ENVMAPFRAME );
if (params[ENVMAPMASK]->IsTexture() || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
{
if (params[ENVMAPMASK]->IsTexture() )
BindTexture( SHADER_TEXTURE_STAGE2, ENVMAPMASK, ENVMAPMASKFRAME );
else
BindTexture( SHADER_TEXTURE_STAGE2, BASETEXTURE, FRAME );
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, BASETEXTURETRANSFORM, ENVMAPMASKSCALE );
}
if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ||
IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
{
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
}
SetEnvMapTintPixelShaderDynamicState( 2, ENVMAPTINT, -1 );
}
if (params[DETAIL]->IsTexture())
{
BindTexture( SHADER_TEXTURE_STAGE3, DETAIL, FRAME );
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
}
#ifdef _XBOX
float c[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
c[0] = IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) ? 1.0f : 0.0f;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_HALFLAMBERT, c, 1 );
#endif
SetAmbientCubeDynamicStateVertexShader();
SetModulationPixelShaderDynamicState( 3 );
EnablePixelShaderOverbright( 0, true, true );
SetPixelShaderConstant( 1, SELFILLUMTINT );
sdk_vertexlitgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
#if !defined( _XBOX )
vshIndex.SetNUM_BONES( pShaderAPI->GetCurrentNumBones() );
#else
vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
#endif
vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
SHADER_DRAW
{
// FLASHLIGHTFIXME: need to make these the same.
bool hasFlashlight = UsingFlashlight( params );
bool bBump = g_pConfig->UseBumpmapping() && params[BUMPMAP]->IsTexture();
if( hasFlashlight )
{
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, bBump, BUMPMAP, BUMPFRAME, BUMPTRANSFORM,
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1 );
}
else if( bBump )
{
bool bSkipEnvmap = true;
DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bSkipEnvmap );
// specular pass
bool bBlendSpecular = true;
if( params[ENVMAP]->IsTexture() )
{
DrawModelBumpedSpecularLighting( BUMPMAP, BUMPFRAME, ENVMAP, ENVMAPFRAME,
ENVMAPTINT, ALPHA, ENVMAPCONTRAST, ENVMAPSATURATION, BUMPTRANSFORM, bBlendSpecular );
}
}
else
{
bool bSkipEnvmap = false;
DrawUnbumpedUsingVertexShader( params, pShaderAPI, pShaderShadow, bSkipEnvmap );
}
}
END_SHADER
//-----------------------------------------------------------------------------
// Version that doesn't do bumpmapping
//-----------------------------------------------------------------------------
BEGIN_INHERITED_SHADER( SDK_VertexLitGeneric_NoBump_DX8, SDK_VertexLitGeneric_DX8,
"Help for SDK_VertexLitGeneric_NoBump_DX8" )
SHADER_FALLBACK
{
if (g_pConfig->bSoftwareLighting)
return "SDK_VertexLitGeneric_DX6";
if (!g_pHardwareConfig->SupportsVertexAndPixelShaders())
return "SDK_VertexLitGeneric_DX7";
return 0;
}
virtual bool ShouldUseBumpmapping( IMaterialVar **params )
{
if ( !g_pConfig->UseBumpmapping() )
return false;
if ( !params[BUMPMAP]->IsDefined() )
return false;
return ( params[FORCEBUMP]->GetIntValue() != 0 );
}
END_INHERITED_SHADER