shader.cpp 38 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WW3D *
  23. * *
  24. * $Archive:: /VSS_Sync/ww3d2/shader.cpp $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 8/29/01 7:29p $*
  29. * *
  30. * $Revision:: 18 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * ShaderClass::Init_From_Material3 -- Initialize a shader from a Material3 structure *
  35. * ShaderClass::Apply -- Apply the renderstates for this shader *
  36. * ShaderClass::Invert_Backface_Culling -- Globally invert the sense of all backface culling *
  37. * ShaderClass::Is_Backface_Culling_Inverted -- Is backface culling inverted? *
  38. * ShaderClass::Get_SS_Category -- Helper function for static sort system *
  39. * ShaderClass::Guess_Sort_Level -- Guess the static sort level *
  40. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  41. #include "shader.h"
  42. #include "w3d_file.h"
  43. #include "wwdebug.h"
  44. #include "Dx8Wrapper.h"
  45. #include "dx8caps.h"
  46. bool ShaderClass::ShaderDirty=true;
  47. unsigned long ShaderClass::CurrentShader=0;
  48. unsigned long _PolygonCullMode = D3DCULL_CW;
  49. /*
  50. ** Definitions of the preset shaders:
  51. */
  52. // Texturing, zbuffer, primary gradient, no blending
  53. #define SC_OPAQUE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  54. DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  55. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  56. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  57. ShaderClass ShaderClass::_PresetOpaqueShader(SC_OPAQUE);
  58. // Texturing, zbuffer, disabled zbuffer write, primary gradient, additive blending
  59. #define SC_ADDITIVE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  60. DSTBLEND_ONE, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  61. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  62. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  63. ShaderClass ShaderClass::_PresetAdditiveShader(SC_ADDITIVE);
  64. // Texturing, zbuffer, disabled zbuffer write, primary gradient, additive blending, bumpenvmap
  65. #define SC_BUMPENVMAP ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  66. DSTBLEND_ONE, FOG_DISABLE, GRADIENT_BUMPENVMAP, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  67. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  68. DETAILCOLOR_ADD, DETAILALPHA_DISABLE) )
  69. ShaderClass ShaderClass::_PresetBumpenvmapShader(SC_BUMPENVMAP);
  70. // Texturing, zbuffer, disabled zbuffer write, primary gradient, alpha blending
  71. #define SC_ALPHA ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_SRC_ALPHA, \
  72. DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  73. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  74. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  75. ShaderClass ShaderClass::_PresetAlphaShader(SC_ALPHA);
  76. // Texturing, zbuffer, disabled zbuffer write, primary gradient, multiplicative blending
  77. #define SC_MULTIPLICATIVE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ZERO, \
  78. DSTBLEND_SRC_COLOR, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  79. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  80. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  81. ShaderClass ShaderClass::_PresetMultiplicativeShader(SC_MULTIPLICATIVE);
  82. // Texturing, no zbuffer reading/writing, no gradients, no blending, no
  83. // fogging - mostly for opaque 2D objects.
  84. #define SC_OP_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  85. DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  86. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  87. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  88. ShaderClass ShaderClass::_PresetOpaque2DShader(SC_OP_2D);
  89. // Texturing, no zbuffer reading/writing, no gradients, additive blending,
  90. // no fogging - mostly for additive 2D objects.
  91. #define SC_ADD_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  92. DSTBLEND_ONE, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  93. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  94. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  95. ShaderClass ShaderClass::_PresetAdditive2DShader(SC_ADD_2D);
  96. // Texturing, no zbuffer reading/writing, no gradients, alpha blending, no
  97. // fogging - mostly for alpha-blended 2D objects.
  98. #define SC_ALPHA_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  99. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  100. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  101. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  102. ShaderClass ShaderClass::_PresetAlpha2DShader(SC_ALPHA_2D);
  103. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  104. // additive blending, no fogging - mostly for use in additive sprite
  105. // objects.
  106. #define SC_ADD_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  107. SRCBLEND_ONE, DSTBLEND_ONE, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  108. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  109. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  110. ShaderClass ShaderClass::_PresetAdditiveSpriteShader(SC_ADD_SPRITE);
  111. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  112. // alpha blending, no fogging - mostly for use in alpha-blended sprite
  113. // objects.
  114. #define SC_ALPHA_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  115. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  116. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  117. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  118. ShaderClass ShaderClass::_PresetAlphaSpriteShader(SC_ALPHA_SPRITE);
  119. // No texturing, default zbuffer reading/writing, primary gradient, no
  120. // blending, no fogging - mostly for use in solid-colored opaque objects.
  121. #define SC_OPAQUE_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  122. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, \
  123. TEXTURING_DISABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  124. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  125. ShaderClass ShaderClass::_PresetOpaqueSolidShader(SC_OPAQUE_SOLID);
  126. // No texturing, default zbuffer reading, no zbuffer writing, primary
  127. // gradient, additive blending, no fogging - mostly for use in solid-colored
  128. // additive objects.
  129. #define SC_ADDITIVE_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  130. SRCBLEND_ONE, DSTBLEND_ONE, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, \
  131. TEXTURING_DISABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  132. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  133. ShaderClass ShaderClass::_PresetAdditiveSolidShader(SC_ADDITIVE_SOLID);
  134. // No texturing, default zbuffer reading, no zbuffer writing, primary
  135. // gradient, alpha blending, no fogging - mostly for use in solid-colored
  136. // alpha objects.
  137. #define SC_ALPHA_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  138. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_MODULATE, \
  139. SECONDARY_GRADIENT_DISABLE, TEXTURING_DISABLE, \
  140. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  141. ShaderClass ShaderClass::_PresetAlphaSolidShader(SC_ALPHA_SOLID);
  142. // Texturing, no zbuffer reading/writing, no gradients, no blending, alpha
  143. // testing, no fogging - mostly for "pure" alpha-tested 2D objects.
  144. #define SC_ATEST_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  145. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  146. TEXTURING_ENABLE, ALPHATEST_ENABLE, CULL_MODE_ENABLE, \
  147. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  148. ShaderClass ShaderClass::_PresetATest2DShader(SC_ATEST_2D);
  149. // Texturing, default zbuffer reading and writing, no gradients, no
  150. // blending, alpha testing, no fogging - mostly for "pure" alpha-tested
  151. // sprite objects.
  152. #define SC_ATEST_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  153. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  154. TEXTURING_ENABLE, ALPHATEST_ENABLE, CULL_MODE_ENABLE, \
  155. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  156. ShaderClass ShaderClass::_PresetATestSpriteShader(SC_ATEST_SPRITE);
  157. // Texturing, no zbuffer reading/writing, no gradients, alpha blending AND
  158. // alpha testing, no fogging - mostly for alpha-tested and blended 2D
  159. // objects.
  160. #define SC_ATESTBLEND_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  161. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  162. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  163. ALPHATEST_ENABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  164. ShaderClass ShaderClass::_PresetATestBlend2DShader(SC_ATESTBLEND_2D);
  165. // Texturing, default zbuffer reading and writing, no gradients, alpha
  166. // blending AND alpha testing, no fogging - mostly for use in alpha-tested
  167. // and blended sprite objects.
  168. #define SC_ATESTBLEND_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  169. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  170. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  171. ALPHATEST_ENABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  172. ShaderClass ShaderClass::_PresetATestBlendSpriteShader(SC_ATESTBLEND_SPRITE);
  173. // Texturing, no zbuffer reading/writing, no gradients, screen blending,
  174. // no fogging - mostly for screen-blended 2D objects.
  175. #define SC_SCREEN_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  176. DSTBLEND_ONE_MINUS_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  177. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  178. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  179. ShaderClass ShaderClass::_PresetScreen2DShader(SC_SCREEN_2D);
  180. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  181. // screen blending, no fogging - mostly for use in screen-blended sprite
  182. // objects.
  183. #define SC_SCREEN_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  184. SRCBLEND_ONE, DSTBLEND_ONE_MINUS_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  185. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  186. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  187. ShaderClass ShaderClass::_PresetScreenSpriteShader(SC_SCREEN_SPRITE);
  188. // Texturing, no zbuffer reading/writing, no gradients, multiplicative
  189. // blending, no fogging - mostly for multiplicatively blended 2D objects.
  190. #define SC_MUL_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ZERO, \
  191. DSTBLEND_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  192. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  193. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  194. ShaderClass ShaderClass::_PresetMultiplicative2DShader(SC_MUL_2D);
  195. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  196. // multiplicative blending, no fogging - mostly for use in multiplicatively
  197. // blended sprite objects.
  198. #define SC_MUL_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  199. SRCBLEND_ZERO, DSTBLEND_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  200. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  201. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  202. ShaderClass ShaderClass::_PresetMultiplicativeSpriteShader(SC_MUL_SPRITE);
  203. /***********************************************************************************************
  204. * ShaderClass::Init_From_Material3 -- Initialize a shader from a Material3 structure *
  205. * *
  206. * INPUT: *
  207. * *
  208. * OUTPUT: *
  209. * *
  210. * WARNINGS: *
  211. * *
  212. * HISTORY: *
  213. * 4/24/2001 gth : Created. *
  214. *=============================================================================================*/
  215. void ShaderClass::Init_From_Material3(const W3dMaterial3Struct & mat3)
  216. {
  217. if ( mat3.Attributes & W3DMATERIAL_USE_ALPHA ) {
  218. Set_Depth_Mask( DEPTH_WRITE_DISABLE );
  219. Set_Dst_Blend_Func( DSTBLEND_ONE_MINUS_SRC_ALPHA );
  220. Set_Src_Blend_Func( SRCBLEND_SRC_ALPHA );
  221. }
  222. }
  223. /***********************************************************************************************
  224. * ShaderClass::Enable_Fog -- Turn on fog for this shader. *
  225. * *
  226. * Enable most appropriate fog mode (FOG_ENABLE, FOG_SCALE_FRAGMENT or FOG_WHITE) for given *
  227. * source and destination blends. *
  228. * *
  229. * INPUT: *
  230. * *
  231. * OUTPUT: *
  232. * *
  233. * WARNINGS: *
  234. * *
  235. * HISTORY: *
  236. * 05/02/00 IML : Created. *
  237. *=============================================================================================*/
  238. void ShaderClass::Enable_Fog (const char *source)
  239. {
  240. // Enable the appropriate fog mode based on shader's source and destination blends.
  241. switch (Get_Src_Blend_Func()) {
  242. case ShaderClass::SRCBLEND_ZERO:
  243. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_SRC_COLOR) {
  244. Set_Fog_Func (ShaderClass::FOG_WHITE);
  245. } else {
  246. Report_Unable_To_Fog (source);
  247. }
  248. break;
  249. case ShaderClass::SRCBLEND_ONE:
  250. switch (Get_Dst_Blend_Func()) {
  251. case ShaderClass::DSTBLEND_ZERO: // Opaque.
  252. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  253. break;
  254. case ShaderClass::DSTBLEND_ONE: // Additive.
  255. case ShaderClass::DSTBLEND_ONE_MINUS_SRC_COLOR: // Screen.
  256. Set_Fog_Func (ShaderClass::FOG_SCALE_FRAGMENT);
  257. break;
  258. default:
  259. Report_Unable_To_Fog (source);
  260. break;
  261. }
  262. break;
  263. case ShaderClass::SRCBLEND_SRC_ALPHA:
  264. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA) {
  265. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  266. } else {
  267. Report_Unable_To_Fog (source);
  268. }
  269. break;
  270. case ShaderClass::SRCBLEND_ONE_MINUS_SRC_ALPHA:
  271. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_SRC_ALPHA) {
  272. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  273. } else {
  274. Report_Unable_To_Fog (source);
  275. }
  276. break;
  277. }
  278. }
  279. /***********************************************************************************************
  280. * ShaderClass::Report_Unable_To_Fog -- *
  281. * *
  282. * INPUT: *
  283. * *
  284. * OUTPUT: *
  285. * *
  286. * WARNINGS: *
  287. * *
  288. * HISTORY: *
  289. * 10/04/00 IML : Created. *
  290. *=============================================================================================*/
  291. void ShaderClass::Report_Unable_To_Fog (const char *source)
  292. {
  293. #ifdef WWDEBUG
  294. static unsigned _reportcount = 0;
  295. const char *unabletofogtext = "WARNING: Unable to fog shader in %s with given blending mode.\r\n";
  296. const char *unabletofogmoretext = "WARNING: Unable to fog additional shaders (further warnings will be suppressed).\r\n";
  297. const unsigned maxreportcount = 10;
  298. // Limit the no. of warning messages to some practical maximum. Suppress all subsequent warnings.
  299. if (_reportcount < maxreportcount) {
  300. WWDEBUG_SAY ((unabletofogtext, source));
  301. _reportcount++;
  302. } else {
  303. if (_reportcount == maxreportcount) {
  304. WWDEBUG_SAY ((unabletofogmoretext));
  305. _reportcount++;
  306. }
  307. }
  308. #endif
  309. }
  310. class Blend
  311. {
  312. public:
  313. Blend(D3DBLEND f, bool ab)
  314. {
  315. func = f;
  316. useAlpha = ab;
  317. }
  318. D3DBLEND func;
  319. bool useAlpha;
  320. };
  321. const Blend srcBlendLUT[ShaderClass::SRCBLEND_MAX] =
  322. {
  323. Blend(D3DBLEND_ZERO, false),
  324. Blend(D3DBLEND_ONE, false),
  325. Blend(D3DBLEND_SRCALPHA, true),
  326. Blend(D3DBLEND_DESTCOLOR, true)
  327. };
  328. const Blend dstBlendLUT[ShaderClass::DSTBLEND_MAX] =
  329. {
  330. Blend(D3DBLEND_ZERO, false),
  331. Blend(D3DBLEND_ONE, false),
  332. Blend(D3DBLEND_SRCCOLOR, false),
  333. Blend(D3DBLEND_INVSRCCOLOR, false),
  334. Blend(D3DBLEND_SRCALPHA, true),
  335. Blend(D3DBLEND_INVSRCALPHA, true)
  336. };
  337. /***********************************************************************************************
  338. * ShaderClass::Apply -- Apply the renderstates for this shader *
  339. * *
  340. * INPUT: *
  341. * *
  342. * OUTPUT: *
  343. * *
  344. * WARNINGS: *
  345. * *
  346. * HISTORY: *
  347. * 4/24/2001 gth : Created. *
  348. *=============================================================================================*/
  349. void ShaderClass::Apply()
  350. {
  351. unsigned long diff;
  352. unsigned int TextureOpCaps=DX8Caps::Get_Default_Caps().TextureOpCaps;
  353. if (ShaderDirty)
  354. {
  355. diff=0xffffffff;
  356. }
  357. else
  358. {
  359. diff=CurrentShader^ShaderBits;
  360. }
  361. if(!diff) return;
  362. CurrentShader=ShaderBits;
  363. ShaderDirty=false;
  364. // COLOR MASK
  365. if(diff & (ShaderClass::MASK_COLORMASK | ShaderClass::MASK_SRCBLEND | ShaderClass::MASK_DSTBLEND | ShaderClass::MASK_ALPHATEST))
  366. {
  367. ULONG planeMask = 0xffffff;
  368. if(Get_Color_Mask() != ShaderClass::COLOR_WRITE_ENABLE)
  369. planeMask = 0;
  370. D3DBLEND sf;
  371. D3DBLEND df;
  372. bool blendAlpha = false;
  373. if(!planeMask)
  374. {
  375. sf = D3DBLEND_ZERO;
  376. df = D3DBLEND_ONE;
  377. }
  378. else
  379. {
  380. sf = srcBlendLUT[ int(Get_Src_Blend_Func()) ].func;
  381. df = dstBlendLUT[ int(Get_Dst_Blend_Func()) ].func;
  382. blendAlpha |= srcBlendLUT[ int(Get_Src_Blend_Func()) ].useAlpha;
  383. blendAlpha |= dstBlendLUT[ int(Get_Dst_Blend_Func()) ].useAlpha;
  384. }
  385. BOOL blendOn = FALSE;
  386. if(sf != D3DBLEND_ONE || df != D3DBLEND_ZERO)
  387. {
  388. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,sf);
  389. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,df);
  390. blendOn = TRUE;
  391. }
  392. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,blendOn);
  393. BOOL alphaTest = FALSE;
  394. if(Get_Alpha_Test() == ShaderClass::ALPHATEST_ENABLE)
  395. {
  396. unsigned char alphareference = 0x60; // Alpha reference value that produces best results with mip-mapped textures.
  397. if(sf == D3DBLEND_INVSRCALPHA)
  398. {
  399. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0xff - alphareference);
  400. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_LESSEQUAL);
  401. }
  402. else
  403. {
  404. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,alphareference);
  405. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_GREATEREQUAL);
  406. }
  407. blendAlpha = true;
  408. alphaTest = TRUE;
  409. }
  410. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE,alphaTest);
  411. diff &= ~(ShaderClass::MASK_COLORMASK | ShaderClass::MASK_SRCBLEND | ShaderClass::MASK_DSTBLEND | ShaderClass::MASK_ALPHATEST);
  412. if(!diff)
  413. return;
  414. }
  415. if(diff & (ShaderClass::MASK_FOG))
  416. {
  417. // Whenever fog is enabled or disabled, the entire shader is invalidated. This is why we
  418. // can defer the "fog enabled" check inside the "fog settings changed" check.
  419. if (DX8Wrapper::Get_Fog_Enable()) {
  420. BOOL fm = FALSE;
  421. D3DCOLOR fogColor = DX8Wrapper::Get_Fog_Color();
  422. switch(Get_Fog_Func())
  423. {
  424. case ShaderClass::FOG_ENABLE:
  425. fm = TRUE;
  426. break;
  427. case ShaderClass::FOG_SCALE_FRAGMENT:
  428. fogColor = 0;
  429. fm = TRUE;
  430. break;
  431. case ShaderClass::FOG_WHITE:
  432. fogColor = 0xffffff;
  433. fm = TRUE;
  434. break;
  435. case ShaderClass::FOG_DISABLE:
  436. fm = FALSE;
  437. break;
  438. }
  439. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGENABLE,fm);
  440. if(fm)
  441. {
  442. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGCOLOR,fogColor);
  443. }
  444. } else {
  445. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGENABLE,FALSE);
  446. }
  447. diff &= ~(ShaderClass::MASK_FOG);
  448. if(!diff)
  449. return;
  450. }
  451. if(diff & (ShaderClass::MASK_PRIGRADIENT|ShaderClass::MASK_TEXTURING))
  452. {
  453. D3DTEXTUREOP cOp = D3DTOP_SELECTARG1;
  454. D3DTEXTUREOP aOp = D3DTOP_SELECTARG1;
  455. DWORD cArg1 = D3DTA_DIFFUSE, cArg2 = D3DTA_DIFFUSE;
  456. DWORD aArg1 = D3DTA_DIFFUSE, aArg2 = D3DTA_DIFFUSE;
  457. if(Get_Texturing() == ShaderClass::TEXTURING_ENABLE)
  458. {
  459. switch(Get_Primary_Gradient())
  460. {
  461. case ShaderClass::GRADIENT_DISABLE:
  462. //Decal
  463. cOp = D3DTOP_SELECTARG1;
  464. cArg1 = D3DTA_TEXTURE;
  465. cArg2 = D3DTA_CURRENT;
  466. aOp = D3DTOP_SELECTARG1;
  467. aArg1 = D3DTA_TEXTURE;
  468. aArg2 = D3DTA_CURRENT;
  469. break;
  470. default:
  471. case ShaderClass::GRADIENT_MODULATE:
  472. //Modulate Alpha
  473. cOp = D3DTOP_MODULATE;
  474. cArg1 = D3DTA_TEXTURE;
  475. cArg2 = D3DTA_DIFFUSE;
  476. aOp = D3DTOP_MODULATE;
  477. aArg1 = D3DTA_TEXTURE;
  478. aArg2 = D3DTA_DIFFUSE;
  479. break;
  480. case ShaderClass::GRADIENT_ADD:
  481. if(!(TextureOpCaps & D3DTEXOPCAPS_ADD))
  482. cOp = D3DTOP_MODULATE;
  483. else
  484. cOp = D3DTOP_ADD;
  485. cArg1 = D3DTA_TEXTURE;
  486. cArg2 = D3DTA_DIFFUSE;
  487. aOp = D3DTOP_MODULATE;
  488. aArg1 = D3DTA_TEXTURE;
  489. aArg2 = D3DTA_DIFFUSE;
  490. break;
  491. // Bump map is a hack currently as we only have two stages in use!
  492. case ShaderClass::GRADIENT_BUMPENVMAP:
  493. if(TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)
  494. {
  495. cOp=D3DTOP_BUMPENVMAP;
  496. cArg1=D3DTA_TEXTURE;
  497. cArg2=D3DTA_DIFFUSE;
  498. aOp = D3DTOP_DISABLE;
  499. aArg1 = D3DTA_TEXTURE;
  500. aArg2 = D3DTA_CURRENT;
  501. }
  502. break;
  503. // Bump map is a hack currently as we only have two stages in use!
  504. case ShaderClass::GRADIENT_BUMPENVMAPLUMINANCE:
  505. if(TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)
  506. {
  507. cOp=D3DTOP_BUMPENVMAPLUMINANCE;
  508. cArg1=D3DTA_TEXTURE;
  509. cArg2=D3DTA_DIFFUSE;
  510. aOp = D3DTOP_DISABLE;
  511. aArg1 = D3DTA_TEXTURE;
  512. aArg2 = D3DTA_CURRENT;
  513. }
  514. break;
  515. // Bump map is a hack currently as we only have two stages in use!
  516. case ShaderClass::GRADIENT_DOTPRODUCT3:
  517. if(TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)
  518. {
  519. cOp=D3DTOP_DOTPRODUCT3;
  520. cArg1=D3DTA_TEXTURE;
  521. cArg2=D3DTA_DIFFUSE;
  522. aOp = D3DTOP_DISABLE;
  523. aArg1 = D3DTA_TEXTURE;
  524. aArg2 = D3DTA_CURRENT;
  525. }
  526. break;
  527. }
  528. }
  529. else
  530. {
  531. switch(Get_Primary_Gradient())
  532. {
  533. case ShaderClass::GRADIENT_DISABLE:
  534. cOp = D3DTOP_DISABLE;
  535. cArg1 = D3DTA_TEXTURE;
  536. cArg2 = D3DTA_CURRENT;
  537. aOp = D3DTOP_DISABLE;
  538. aArg1 = D3DTA_TEXTURE;
  539. aArg2 = D3DTA_CURRENT;
  540. break;
  541. default:
  542. case ShaderClass::GRADIENT_MODULATE:
  543. cOp = D3DTOP_SELECTARG2;
  544. cArg1 = D3DTA_TEXTURE;
  545. cArg2 = D3DTA_DIFFUSE;
  546. aOp = D3DTOP_SELECTARG2;
  547. aArg1 = D3DTA_TEXTURE;
  548. aArg2 = D3DTA_DIFFUSE;
  549. break;
  550. case ShaderClass::GRADIENT_ADD:
  551. cOp = D3DTOP_SELECTARG2;
  552. cArg1 = D3DTA_TEXTURE;
  553. cArg2 = D3DTA_DIFFUSE;
  554. aOp = D3DTOP_SELECTARG2;
  555. aArg1 = D3DTA_TEXTURE;
  556. aArg2 = D3DTA_DIFFUSE;
  557. break;
  558. }
  559. }
  560. if (WW3D::Is_Coloring_Enabled())
  561. {
  562. cArg2=aArg2=D3DTA_TFACTOR;
  563. cOp=aOp=D3DTOP_SELECTARG2;
  564. }
  565. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLOROP,cOp);
  566. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLORARG1,cArg1);
  567. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLORARG2,cArg2);
  568. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAOP,aOp);
  569. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAARG1,aArg1);
  570. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAARG2,aArg2);
  571. diff &= ~(ShaderClass::MASK_PRIGRADIENT);
  572. }
  573. if(diff & (ShaderClass::MASK_POSTDETAILCOLORFUNC|ShaderClass::MASK_TEXTURING))
  574. {
  575. D3DTEXTUREOP cOp = D3DTOP_DISABLE;
  576. DWORD cArg1 = D3DTA_TEXTURE;
  577. DWORD cArg2 = D3DTA_CURRENT;
  578. if(Get_Texturing()== ShaderClass::TEXTURING_ENABLE)
  579. {
  580. switch(Get_Post_Detail_Color_Func())
  581. {
  582. default:
  583. case ShaderClass::DETAILCOLOR_DISABLE:
  584. break;
  585. case ShaderClass::DETAILCOLOR_DETAIL:
  586. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE)
  587. {
  588. cOp = D3DTOP_SELECTARG1;
  589. cArg1 = D3DTA_TEXTURE;
  590. cArg2 = D3DTA_CURRENT;
  591. }
  592. break;
  593. case ShaderClass::DETAILCOLOR_SCALE:
  594. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE)
  595. {
  596. cOp = D3DTOP_MODULATE;
  597. cArg1 = D3DTA_TEXTURE;
  598. cArg2 = D3DTA_CURRENT;
  599. }
  600. break;
  601. case ShaderClass::DETAILCOLOR_INVSCALE:
  602. if(TextureOpCaps & D3DTEXOPCAPS_ADDSMOOTH)
  603. {
  604. cOp = D3DTOP_ADDSMOOTH;
  605. cArg1 = D3DTA_TEXTURE;
  606. cArg2 = D3DTA_CURRENT;
  607. }
  608. break;
  609. case ShaderClass::DETAILCOLOR_ADD:
  610. if(TextureOpCaps & D3DTEXOPCAPS_ADD)
  611. {
  612. cOp = D3DTOP_ADD;
  613. cArg1 = D3DTA_TEXTURE;
  614. cArg2 = D3DTA_CURRENT;
  615. }
  616. break;
  617. case ShaderClass::DETAILCOLOR_SUB:
  618. if(TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)
  619. {
  620. cOp = D3DTOP_SUBTRACT;
  621. cArg1 = D3DTA_TEXTURE;
  622. cArg2 = D3DTA_CURRENT;
  623. }
  624. break;
  625. case ShaderClass::DETAILCOLOR_SUBR:
  626. if(TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)
  627. {
  628. cOp = D3DTOP_SUBTRACT;
  629. cArg1 = D3DTA_CURRENT;
  630. cArg2 = D3DTA_TEXTURE;
  631. }
  632. break;
  633. case ShaderClass::DETAILCOLOR_BLEND:
  634. if(TextureOpCaps & D3DTEXOPCAPS_BLENDTEXTUREALPHA)
  635. {
  636. cOp = D3DTOP_BLENDTEXTUREALPHA;
  637. cArg1 = D3DTA_TEXTURE;
  638. cArg2 = D3DTA_CURRENT;
  639. }
  640. break;
  641. case ShaderClass::DETAILCOLOR_DETAILBLEND:
  642. if(TextureOpCaps & D3DTEXOPCAPS_BLENDCURRENTALPHA)
  643. {
  644. cOp = D3DTOP_BLENDCURRENTALPHA;
  645. cArg1 = D3DTA_TEXTURE;
  646. cArg2 = D3DTA_CURRENT;
  647. }
  648. break;
  649. }
  650. }
  651. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLOROP,cOp);
  652. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLORARG1,cArg1);
  653. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLORARG2,cArg2);
  654. }
  655. diff &= ~(ShaderClass::MASK_POSTDETAILCOLORFUNC);
  656. if(diff & (ShaderClass::MASK_POSTDETAILALPHAFUNC|ShaderClass::MASK_TEXTURING))
  657. {
  658. D3DTEXTUREOP aOp = D3DTOP_DISABLE;
  659. DWORD aArg1 = D3DTA_TEXTURE;
  660. DWORD aArg2 = D3DTA_CURRENT;
  661. if(Get_Texturing() == ShaderClass::TEXTURING_ENABLE)
  662. {
  663. switch(Get_Post_Detail_Alpha_Func())
  664. {
  665. default:
  666. case ShaderClass::DETAILALPHA_DISABLE:
  667. break;
  668. case ShaderClass::DETAILALPHA_DETAIL:
  669. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE)
  670. {
  671. aOp = D3DTOP_SELECTARG1;
  672. aArg1 = D3DTA_TEXTURE;
  673. aArg2 = D3DTA_CURRENT;
  674. }
  675. break;
  676. case ShaderClass::DETAILALPHA_SCALE:
  677. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE)
  678. {
  679. aOp = D3DTOP_MODULATE;
  680. aArg1 = D3DTA_TEXTURE;
  681. aArg2 = D3DTA_CURRENT;
  682. }
  683. break;
  684. case ShaderClass::DETAILALPHA_INVSCALE:
  685. if(TextureOpCaps & D3DTEXOPCAPS_ADDSMOOTH)
  686. {
  687. aOp = D3DTOP_ADDSMOOTH;
  688. aArg1 = D3DTA_TEXTURE;
  689. aArg2 = D3DTA_CURRENT;
  690. }
  691. break;
  692. }
  693. }
  694. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAOP,aOp);
  695. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAARG1,aArg1);
  696. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAARG2,aArg2);
  697. }
  698. diff &= ~(ShaderClass::MASK_POSTDETAILALPHAFUNC);
  699. diff &= ~(ShaderClass::MASK_TEXTURING);
  700. if(!diff)
  701. return;
  702. DX8Wrapper::Set_DX8_Render_State(D3DRS_SPECULARENABLE,BOOL(Get_Secondary_Gradient()));
  703. // DEPTH COMPARE FUNCTION
  704. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMPFUNC(int(Get_Depth_Compare())+1));
  705. // DEPTH MASK
  706. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,BOOL(Get_Depth_Mask()));
  707. // DITHERING
  708. // DX8Wrapper::Set_DX8_Render_State(D3DRS_DITHERENABLE,BOOL(Get_Dither_Mask()));
  709. // CULLMODE
  710. DX8Wrapper::Set_DX8_Render_State(D3DRS_CULLMODE,Get_Cull_Mode() ? _PolygonCullMode : D3DCULL_NONE);
  711. // NPATCHES
  712. if (diff&ShaderClass::MASK_NPATCHENABLE) {
  713. float level=1.0f;
  714. if (Get_NPatch_Enable()) level=float(WW3D::Get_NPatches_Level());
  715. DX8Wrapper::Set_DX8_Render_State(D3DRS_PATCHSEGMENTS,*((DWORD*)&level));
  716. }
  717. // Enable/disable alpha test
  718. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE,BOOL(Get_Alpha_Test()));
  719. // Enable/disable stencil test
  720. // Not supported yet
  721. }
  722. /***********************************************************************************************
  723. * ShaderClass::Invert_Backface_Culling -- Globally invert the sense of all backface culling *
  724. * *
  725. * INPUT: *
  726. * *
  727. * OUTPUT: *
  728. * *
  729. * WARNINGS: *
  730. * *
  731. * HISTORY: *
  732. * 4/24/2001 gth : Created. *
  733. *=============================================================================================*/
  734. void ShaderClass::Invert_Backface_Culling(bool onoff)
  735. {
  736. if (onoff == true) {
  737. _PolygonCullMode = D3DCULL_CCW;
  738. } else {
  739. _PolygonCullMode = D3DCULL_CW;
  740. }
  741. Invalidate();
  742. }
  743. /***********************************************************************************************
  744. * ShaderClass::Get_SS_Category -- Helper function for static sort system *
  745. * *
  746. * *
  747. * *
  748. * *
  749. * INPUT: *
  750. * *
  751. * OUTPUT: *
  752. * *
  753. * WARNINGS: *
  754. * *
  755. * HISTORY: *
  756. * 7/13/2001 hy : Created. *
  757. *=============================================================================================*/
  758. ShaderClass::StaticSortCategoryType ShaderClass::Get_SS_Category(void) const
  759. {
  760. // category: Opaque
  761. if ( (ALPHATEST_DISABLE==Get_Alpha_Test()) && (DSTBLEND_ZERO==Get_Dst_Blend_Func()) )
  762. return SSCAT_OPAQUE;
  763. // category: Alpha Test
  764. if (ALPHATEST_ENABLE==Get_Alpha_Test()) {
  765. if (DSTBLEND_ZERO==Get_Dst_Blend_Func()) return SSCAT_ALPHA_TEST;
  766. if ( (SRCBLEND_SRC_ALPHA==Get_Src_Blend_Func()) &&
  767. (DSTBLEND_ONE_MINUS_SRC_ALPHA==Get_Dst_Blend_Func()) )
  768. return SSCAT_ALPHA_TEST;
  769. }
  770. // category: Additive
  771. if ( (SRCBLEND_ONE==Get_Src_Blend_Func()) && (DSTBLEND_ONE==Get_Dst_Blend_Func()) )
  772. return SSCAT_ADDITIVE;
  773. // category: Everything else
  774. return SSCAT_OTHER;
  775. }
  776. /***********************************************************************************************
  777. * ShaderClass::Guess_Sort_Level -- Guess the static sort level *
  778. * *
  779. * *
  780. * *
  781. * *
  782. * INPUT: *
  783. * *
  784. * OUTPUT: *
  785. * *
  786. * WARNINGS: *
  787. * *
  788. * HISTORY: *
  789. * 8/27/2001 hy : Created. *
  790. *=============================================================================================*/
  791. int ShaderClass::Guess_Sort_Level(void) const
  792. {
  793. int sort_level;
  794. StaticSortCategoryType scat=Get_SS_Category();
  795. switch (scat)
  796. {
  797. case ShaderClass::SSCAT_OPAQUE:
  798. case ShaderClass::SSCAT_ALPHA_TEST:
  799. sort_level=SORT_LEVEL_NONE;
  800. break;
  801. case ShaderClass::SSCAT_ADDITIVE:
  802. sort_level=SORT_LEVEL_BIN3;
  803. break;
  804. default:
  805. sort_level=SORT_LEVEL_BIN1;
  806. break;
  807. }
  808. return sort_level;
  809. }
  810. /***********************************************************************************************
  811. * ShaderClass::Is_Backface_Culling_Inverted -- Is backface culling inverted? *
  812. * *
  813. * INPUT: *
  814. * *
  815. * OUTPUT: *
  816. * *
  817. * WARNINGS: *
  818. * *
  819. * HISTORY: *
  820. * 4/24/2001 gth : Created. *
  821. *=============================================================================================*/
  822. bool ShaderClass::Is_Backface_Culling_Inverted(void)
  823. {
  824. return (_PolygonCullMode == D3DCULL_CCW);
  825. }