shader.cpp 50 KB

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  1. /*
  2. ** Command & Conquer Generals Zero Hour(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:: /Commando/Code/ww3d2/shader.cpp $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 12/11/01 5:15p $*
  29. * *
  30. * $Revision:: 21 $*
  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, default zbuffer reading, no zbuffer writing, no gradients, no blending, no
  90. // fogging - mostly for opaque sprite objects.
  91. #define SC_OP_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  92. DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  93. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  94. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  95. ShaderClass ShaderClass::_PresetOpaqueSpriteShader(SC_OP_SPRITE);
  96. // Texturing, no zbuffer reading/writing, no gradients, additive blending,
  97. // no fogging - mostly for additive 2D objects.
  98. #define SC_ADD_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  99. DSTBLEND_ONE, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  100. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  101. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  102. ShaderClass ShaderClass::_PresetAdditive2DShader(SC_ADD_2D);
  103. // Texturing, no zbuffer reading/writing, no gradients, alpha blending, no
  104. // fogging - mostly for alpha-blended 2D objects.
  105. #define SC_ALPHA_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  106. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  107. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  108. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  109. ShaderClass ShaderClass::_PresetAlpha2DShader(SC_ALPHA_2D);
  110. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  111. // additive blending, no fogging - mostly for use in additive sprite
  112. // objects.
  113. #define SC_ADD_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  114. SRCBLEND_ONE, DSTBLEND_ONE, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  115. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  116. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  117. ShaderClass ShaderClass::_PresetAdditiveSpriteShader(SC_ADD_SPRITE);
  118. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  119. // alpha blending, no fogging - mostly for use in alpha-blended sprite
  120. // objects.
  121. #define SC_ALPHA_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  122. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  123. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  124. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  125. ShaderClass ShaderClass::_PresetAlphaSpriteShader(SC_ALPHA_SPRITE);
  126. // No texturing, default zbuffer reading/writing, primary gradient, no
  127. // blending, no fogging - mostly for use in solid-colored opaque objects.
  128. #define SC_OPAQUE_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  129. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, \
  130. TEXTURING_DISABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  131. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  132. ShaderClass ShaderClass::_PresetOpaqueSolidShader(SC_OPAQUE_SOLID);
  133. // No texturing, default zbuffer reading, no zbuffer writing, primary
  134. // gradient, additive blending, no fogging - mostly for use in solid-colored
  135. // additive objects.
  136. #define SC_ADDITIVE_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  137. SRCBLEND_ONE, DSTBLEND_ONE, FOG_DISABLE, GRADIENT_MODULATE, SECONDARY_GRADIENT_DISABLE, \
  138. TEXTURING_DISABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  139. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  140. ShaderClass ShaderClass::_PresetAdditiveSolidShader(SC_ADDITIVE_SOLID);
  141. // No texturing, default zbuffer reading, no zbuffer writing, primary
  142. // gradient, alpha blending, no fogging - mostly for use in solid-colored
  143. // alpha objects.
  144. #define SC_ALPHA_SOLID ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  145. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_MODULATE, \
  146. SECONDARY_GRADIENT_DISABLE, TEXTURING_DISABLE, \
  147. ALPHATEST_DISABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  148. ShaderClass ShaderClass::_PresetAlphaSolidShader(SC_ALPHA_SOLID);
  149. // Texturing, no zbuffer reading/writing, no gradients, no blending, alpha
  150. // testing, no fogging - mostly for "pure" alpha-tested 2D objects.
  151. #define SC_ATEST_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  152. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  153. TEXTURING_ENABLE, ALPHATEST_ENABLE, CULL_MODE_ENABLE, \
  154. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  155. ShaderClass ShaderClass::_PresetATest2DShader(SC_ATEST_2D);
  156. // Texturing, default zbuffer reading and writing, no gradients, no
  157. // blending, alpha testing, no fogging - mostly for "pure" alpha-tested
  158. // sprite objects.
  159. #define SC_ATEST_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  160. SRCBLEND_ONE, DSTBLEND_ZERO, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  161. TEXTURING_ENABLE, ALPHATEST_ENABLE, CULL_MODE_ENABLE, \
  162. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  163. ShaderClass ShaderClass::_PresetATestSpriteShader(SC_ATEST_SPRITE);
  164. // Texturing, no zbuffer reading/writing, no gradients, alpha blending AND
  165. // alpha testing, no fogging - mostly for alpha-tested and blended 2D
  166. // objects.
  167. #define SC_ATESTBLEND_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  168. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  169. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  170. ALPHATEST_ENABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  171. ShaderClass ShaderClass::_PresetATestBlend2DShader(SC_ATESTBLEND_2D);
  172. // Texturing, default zbuffer reading and writing, no gradients, alpha
  173. // blending AND alpha testing, no fogging - mostly for use in alpha-tested
  174. // and blended sprite objects.
  175. #define SC_ATESTBLEND_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_ENABLE, COLOR_WRITE_ENABLE, \
  176. SRCBLEND_SRC_ALPHA, DSTBLEND_ONE_MINUS_SRC_ALPHA, FOG_DISABLE, GRADIENT_DISABLE, \
  177. SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  178. ALPHATEST_ENABLE, CULL_MODE_ENABLE, DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  179. ShaderClass ShaderClass::_PresetATestBlendSpriteShader(SC_ATESTBLEND_SPRITE);
  180. // Texturing, no zbuffer reading/writing, no gradients, screen blending,
  181. // no fogging - mostly for screen-blended 2D objects.
  182. #define SC_SCREEN_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ONE, \
  183. DSTBLEND_ONE_MINUS_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  184. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  185. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  186. ShaderClass ShaderClass::_PresetScreen2DShader(SC_SCREEN_2D);
  187. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  188. // screen blending, no fogging - mostly for use in screen-blended sprite
  189. // objects.
  190. #define SC_SCREEN_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  191. SRCBLEND_ONE, DSTBLEND_ONE_MINUS_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  192. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  193. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  194. ShaderClass ShaderClass::_PresetScreenSpriteShader(SC_SCREEN_SPRITE);
  195. // Texturing, no zbuffer reading/writing, no gradients, multiplicative
  196. // blending, no fogging - mostly for multiplicatively blended 2D objects.
  197. #define SC_MUL_2D ( SHADE_CNST(PASS_ALWAYS, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, SRCBLEND_ZERO, \
  198. DSTBLEND_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, TEXTURING_ENABLE, \
  199. ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  200. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  201. ShaderClass ShaderClass::_PresetMultiplicative2DShader(SC_MUL_2D);
  202. // Texturing, default zbuffer reading, no zbuffer writing, no gradients,
  203. // multiplicative blending, no fogging - mostly for use in multiplicatively
  204. // blended sprite objects.
  205. #define SC_MUL_SPRITE ( SHADE_CNST(PASS_LEQUAL, DEPTH_WRITE_DISABLE, COLOR_WRITE_ENABLE, \
  206. SRCBLEND_ZERO, DSTBLEND_SRC_COLOR, FOG_DISABLE, GRADIENT_DISABLE, SECONDARY_GRADIENT_DISABLE, \
  207. TEXTURING_ENABLE, ALPHATEST_DISABLE, CULL_MODE_ENABLE, \
  208. DETAILCOLOR_DISABLE, DETAILALPHA_DISABLE) )
  209. ShaderClass ShaderClass::_PresetMultiplicativeSpriteShader(SC_MUL_SPRITE);
  210. /***********************************************************************************************
  211. * ShaderClass::Init_From_Material3 -- Initialize a shader from a Material3 structure *
  212. * *
  213. * INPUT: *
  214. * *
  215. * OUTPUT: *
  216. * *
  217. * WARNINGS: *
  218. * *
  219. * HISTORY: *
  220. * 4/24/2001 gth : Created. *
  221. *=============================================================================================*/
  222. void ShaderClass::Init_From_Material3(const W3dMaterial3Struct & mat3)
  223. {
  224. if ( mat3.Attributes & W3DMATERIAL_USE_ALPHA ) {
  225. Set_Depth_Mask( DEPTH_WRITE_DISABLE );
  226. Set_Dst_Blend_Func( DSTBLEND_ONE_MINUS_SRC_ALPHA );
  227. Set_Src_Blend_Func( SRCBLEND_SRC_ALPHA );
  228. }
  229. }
  230. /***********************************************************************************************
  231. * ShaderClass::Enable_Fog -- Turn on fog for this shader. *
  232. * *
  233. * Enable most appropriate fog mode (FOG_ENABLE, FOG_SCALE_FRAGMENT or FOG_WHITE) for given *
  234. * source and destination blends. *
  235. * *
  236. * INPUT: *
  237. * *
  238. * OUTPUT: *
  239. * *
  240. * WARNINGS: *
  241. * *
  242. * HISTORY: *
  243. * 05/02/00 IML : Created. *
  244. *=============================================================================================*/
  245. void ShaderClass::Enable_Fog (const char *source)
  246. {
  247. // Enable the appropriate fog mode based on shader's source and destination blends.
  248. switch (Get_Src_Blend_Func()) {
  249. case ShaderClass::SRCBLEND_ZERO:
  250. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_SRC_COLOR) {
  251. Set_Fog_Func (ShaderClass::FOG_WHITE);
  252. } else {
  253. Report_Unable_To_Fog (source);
  254. }
  255. break;
  256. case ShaderClass::SRCBLEND_ONE:
  257. switch (Get_Dst_Blend_Func()) {
  258. case ShaderClass::DSTBLEND_ZERO: // Opaque.
  259. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  260. break;
  261. case ShaderClass::DSTBLEND_ONE: // Additive.
  262. case ShaderClass::DSTBLEND_ONE_MINUS_SRC_COLOR: // Screen.
  263. Set_Fog_Func (ShaderClass::FOG_SCALE_FRAGMENT);
  264. break;
  265. default:
  266. Report_Unable_To_Fog (source);
  267. break;
  268. }
  269. break;
  270. case ShaderClass::SRCBLEND_SRC_ALPHA:
  271. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_ONE_MINUS_SRC_ALPHA) {
  272. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  273. } else {
  274. Report_Unable_To_Fog (source);
  275. }
  276. break;
  277. case ShaderClass::SRCBLEND_ONE_MINUS_SRC_ALPHA:
  278. if (Get_Dst_Blend_Func() == ShaderClass::DSTBLEND_SRC_ALPHA) {
  279. Set_Fog_Func (ShaderClass::FOG_ENABLE);
  280. } else {
  281. Report_Unable_To_Fog (source);
  282. }
  283. break;
  284. }
  285. }
  286. /***********************************************************************************************
  287. * ShaderClass::Report_Unable_To_Fog -- *
  288. * *
  289. * INPUT: *
  290. * *
  291. * OUTPUT: *
  292. * *
  293. * WARNINGS: *
  294. * *
  295. * HISTORY: *
  296. * 10/04/00 IML : Created. *
  297. *=============================================================================================*/
  298. void ShaderClass::Report_Unable_To_Fog (const char *source)
  299. {
  300. #ifdef WWDEBUG
  301. static unsigned _reportcount = 0;
  302. const char *unabletofogtext = "WARNING: Unable to fog shader in %s with given blending mode.\r\n";
  303. const char *unabletofogmoretext = "WARNING: Unable to fog additional shaders (further warnings will be suppressed).\r\n";
  304. const unsigned maxreportcount = 10;
  305. // Limit the no. of warning messages to some practical maximum. Suppress all subsequent warnings.
  306. if (_reportcount < maxreportcount) {
  307. WWDEBUG_SAY ((unabletofogtext, source));
  308. _reportcount++;
  309. } else {
  310. if (_reportcount == maxreportcount) {
  311. WWDEBUG_SAY ((unabletofogmoretext));
  312. _reportcount++;
  313. }
  314. }
  315. #endif
  316. }
  317. class Blend
  318. {
  319. public:
  320. Blend(D3DBLEND f, bool ab)
  321. {
  322. func = f;
  323. useAlpha = ab;
  324. }
  325. D3DBLEND func;
  326. bool useAlpha;
  327. };
  328. const Blend srcBlendLUT[ShaderClass::SRCBLEND_MAX] =
  329. {
  330. Blend(D3DBLEND_ZERO, false),
  331. Blend(D3DBLEND_ONE, false),
  332. Blend(D3DBLEND_SRCALPHA, true),
  333. Blend(D3DBLEND_DESTCOLOR, true)
  334. };
  335. const Blend dstBlendLUT[ShaderClass::DSTBLEND_MAX] =
  336. {
  337. Blend(D3DBLEND_ZERO, false),
  338. Blend(D3DBLEND_ONE, false),
  339. Blend(D3DBLEND_SRCCOLOR, false),
  340. Blend(D3DBLEND_INVSRCCOLOR, false),
  341. Blend(D3DBLEND_SRCALPHA, true),
  342. Blend(D3DBLEND_INVSRCALPHA, true)
  343. };
  344. /***********************************************************************************************
  345. * ShaderClass::Apply -- Apply the renderstates for this shader *
  346. * *
  347. * INPUT: *
  348. * *
  349. * OUTPUT: *
  350. * *
  351. * WARNINGS: *
  352. * *
  353. * HISTORY: *
  354. * 4/24/2001 gth : Created. *
  355. *=============================================================================================*/
  356. void ShaderClass::Apply()
  357. {
  358. unsigned long diff;
  359. unsigned int TextureOpCaps=DX8Wrapper::Get_Current_Caps()->Get_DX8_Caps().TextureOpCaps;
  360. if (ShaderDirty)
  361. {
  362. diff=0xffffffff;
  363. }
  364. else
  365. {
  366. diff=CurrentShader^ShaderBits;
  367. }
  368. if(!diff) return;
  369. CurrentShader=ShaderBits;
  370. ShaderDirty=false;
  371. // COLOR MASK
  372. if(diff & (ShaderClass::MASK_COLORMASK | ShaderClass::MASK_SRCBLEND | ShaderClass::MASK_DSTBLEND | ShaderClass::MASK_ALPHATEST))
  373. {
  374. ULONG planeMask = 0xffffff;
  375. if(Get_Color_Mask() != ShaderClass::COLOR_WRITE_ENABLE)
  376. planeMask = 0;
  377. D3DBLEND sf;
  378. D3DBLEND df;
  379. bool blendAlpha = false;
  380. if(!planeMask)
  381. {
  382. sf = D3DBLEND_ZERO;
  383. df = D3DBLEND_ONE;
  384. }
  385. else
  386. {
  387. sf = srcBlendLUT[ int(Get_Src_Blend_Func()) ].func;
  388. df = dstBlendLUT[ int(Get_Dst_Blend_Func()) ].func;
  389. blendAlpha |= srcBlendLUT[ int(Get_Src_Blend_Func()) ].useAlpha;
  390. blendAlpha |= dstBlendLUT[ int(Get_Dst_Blend_Func()) ].useAlpha;
  391. }
  392. BOOL blendOn = FALSE;
  393. if(sf != D3DBLEND_ONE || df != D3DBLEND_ZERO)
  394. {
  395. DX8Wrapper::Set_DX8_Render_State(D3DRS_SRCBLEND,sf);
  396. DX8Wrapper::Set_DX8_Render_State(D3DRS_DESTBLEND,df);
  397. blendOn = TRUE;
  398. }
  399. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHABLENDENABLE,blendOn);
  400. BOOL alphaTest = FALSE;
  401. if(Get_Alpha_Test() == ShaderClass::ALPHATEST_ENABLE)
  402. {
  403. unsigned char alphareference = 0x60; // Alpha reference value that produces best results with mip-mapped textures.
  404. if(sf == D3DBLEND_INVSRCALPHA)
  405. {
  406. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,0xff - alphareference);
  407. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_LESSEQUAL);
  408. }
  409. else
  410. {
  411. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAREF,alphareference);
  412. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHAFUNC,D3DCMP_GREATEREQUAL);
  413. }
  414. blendAlpha = true;
  415. alphaTest = TRUE;
  416. }
  417. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE,alphaTest);
  418. diff &= ~(ShaderClass::MASK_COLORMASK | ShaderClass::MASK_SRCBLEND | ShaderClass::MASK_DSTBLEND | ShaderClass::MASK_ALPHATEST);
  419. if(!diff)
  420. return;
  421. }
  422. if(diff & (ShaderClass::MASK_FOG))
  423. {
  424. // Whenever fog is enabled or disabled, the entire shader is invalidated. This is why we
  425. // can defer the "fog enabled" check inside the "fog settings changed" check.
  426. if (DX8Wrapper::Get_Current_Caps()->Is_Fog_Allowed() && DX8Wrapper::Get_Fog_Enable()) {
  427. BOOL fm = FALSE;
  428. D3DCOLOR fogColor = DX8Wrapper::Get_Fog_Color();
  429. switch(Get_Fog_Func())
  430. {
  431. case ShaderClass::FOG_ENABLE:
  432. fm = TRUE;
  433. break;
  434. case ShaderClass::FOG_SCALE_FRAGMENT:
  435. fogColor = 0;
  436. fm = TRUE;
  437. break;
  438. case ShaderClass::FOG_WHITE:
  439. fogColor = 0xffffff;
  440. fm = TRUE;
  441. break;
  442. case ShaderClass::FOG_DISABLE:
  443. fm = FALSE;
  444. break;
  445. }
  446. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGENABLE,fm);
  447. if(fm)
  448. {
  449. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGCOLOR,fogColor);
  450. }
  451. } else {
  452. DX8Wrapper::Set_DX8_Render_State(D3DRS_FOGENABLE,FALSE);
  453. }
  454. diff &= ~(ShaderClass::MASK_FOG);
  455. if(!diff)
  456. return;
  457. }
  458. // Defaults
  459. D3DTEXTUREOP PricOp = D3DTOP_SELECTARG1;
  460. DWORD PricArg1 = D3DTA_DIFFUSE;
  461. DWORD PricArg2 = D3DTA_DIFFUSE;
  462. D3DTEXTUREOP PriaOp = D3DTOP_SELECTARG1;
  463. DWORD PriaArg1 = D3DTA_DIFFUSE;
  464. DWORD PriaArg2 = D3DTA_DIFFUSE;
  465. D3DTEXTUREOP SeccOp = D3DTOP_DISABLE;
  466. DWORD SeccArg1 = D3DTA_TEXTURE;
  467. DWORD SeccArg2 = D3DTA_CURRENT;
  468. D3DTEXTUREOP SecaOp = D3DTOP_DISABLE;
  469. DWORD SecaArg1 = D3DTA_TEXTURE;
  470. DWORD SecaArg2 = D3DTA_CURRENT;
  471. bool voodoo3=(DX8Wrapper::Get_Current_Caps()->Get_Vendor()==DX8Caps::VENDOR_3DFX) &&
  472. (DX8Wrapper::Get_Current_Caps()->Get_Device()==DX8Caps::DEVICE_3DFX_VOODOO_3);
  473. int pri_mask=ShaderClass::MASK_PRIGRADIENT|ShaderClass::MASK_TEXTURING;
  474. int sec_mask=ShaderClass::MASK_POSTDETAILALPHAFUNC|ShaderClass::MASK_POSTDETAILCOLORFUNC|ShaderClass::MASK_TEXTURING;
  475. // Voodoo3s need to keep track of any changes in any of the above
  476. // because it shuffles the stages around
  477. if (voodoo3) {
  478. pri_mask|=sec_mask;
  479. sec_mask=pri_mask;
  480. }
  481. if(diff & pri_mask)
  482. {
  483. if(Get_Texturing() == ShaderClass::TEXTURING_ENABLE)
  484. {
  485. switch(Get_Primary_Gradient())
  486. {
  487. case ShaderClass::GRADIENT_DISABLE:
  488. //Decal
  489. PricOp = D3DTOP_SELECTARG1;
  490. PricArg1 = D3DTA_TEXTURE;
  491. PricArg2 = D3DTA_CURRENT;
  492. PriaOp = D3DTOP_SELECTARG1;
  493. PriaArg1 = D3DTA_TEXTURE;
  494. PriaArg2 = D3DTA_CURRENT;
  495. break;
  496. default:
  497. case ShaderClass::GRADIENT_MODULATE:
  498. PricOp = D3DTOP_MODULATE;
  499. PricArg1 = D3DTA_TEXTURE;
  500. PricArg2 = D3DTA_DIFFUSE;
  501. PriaOp = D3DTOP_MODULATE;
  502. PriaArg1 = D3DTA_TEXTURE;
  503. PriaArg2 = D3DTA_DIFFUSE;
  504. break;
  505. case ShaderClass::GRADIENT_ADD:
  506. //Modulate Alpha
  507. if(!(TextureOpCaps & D3DTEXOPCAPS_ADD))
  508. PricOp = D3DTOP_MODULATE;
  509. else
  510. PricOp = D3DTOP_ADD;
  511. PricArg1 = D3DTA_TEXTURE;
  512. PricArg2 = D3DTA_DIFFUSE;
  513. PriaOp = D3DTOP_MODULATE;
  514. PriaArg1 = D3DTA_TEXTURE;
  515. PriaArg2 = D3DTA_DIFFUSE;
  516. break;
  517. // Bump map is a hack currently as we only have two stages in use!
  518. case ShaderClass::GRADIENT_BUMPENVMAP:
  519. if(TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)
  520. {
  521. PricOp=D3DTOP_BUMPENVMAP;
  522. PricArg1=D3DTA_TEXTURE;
  523. PricArg2=D3DTA_DIFFUSE;
  524. PriaOp = D3DTOP_DISABLE;
  525. PriaArg1 = D3DTA_TEXTURE;
  526. PriaArg2 = D3DTA_CURRENT;
  527. } else {
  528. PricOp = D3DTOP_SELECTARG1;
  529. PricArg1 = D3DTA_DIFFUSE;
  530. PricArg2 = D3DTA_DIFFUSE;
  531. PriaOp = D3DTOP_SELECTARG1;
  532. PriaArg1 = D3DTA_DIFFUSE;
  533. PriaArg2 = D3DTA_DIFFUSE;
  534. }
  535. break;
  536. // Bump map is a hack currently as we only have two stages in use!
  537. case ShaderClass::GRADIENT_BUMPENVMAPLUMINANCE:
  538. if(TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)
  539. {
  540. PricOp=D3DTOP_BUMPENVMAPLUMINANCE;
  541. PricArg1=D3DTA_TEXTURE;
  542. PricArg2=D3DTA_DIFFUSE;
  543. PriaOp = D3DTOP_DISABLE;
  544. PriaArg1 = D3DTA_TEXTURE;
  545. PriaArg2 = D3DTA_CURRENT;
  546. } else {
  547. PricOp = D3DTOP_SELECTARG1;
  548. PricArg1 = D3DTA_DIFFUSE;
  549. PricArg2 = D3DTA_DIFFUSE;
  550. PriaOp = D3DTOP_SELECTARG1;
  551. PriaArg1 = D3DTA_DIFFUSE;
  552. PriaArg2 = D3DTA_DIFFUSE;
  553. }
  554. break;
  555. case ShaderClass::GRADIENT_MODULATE2X:
  556. //Modulate Alpha
  557. if(!(TextureOpCaps & D3DTOP_MODULATE2X))
  558. PricOp = D3DTOP_MODULATE;
  559. else
  560. PricOp = D3DTOP_MODULATE2X;
  561. PricArg1 = D3DTA_TEXTURE;
  562. PricArg2 = D3DTA_DIFFUSE;
  563. PriaOp = D3DTOP_MODULATE;
  564. PriaArg1 = D3DTA_TEXTURE;
  565. PriaArg2 = D3DTA_DIFFUSE;
  566. break;
  567. }
  568. }
  569. else
  570. {
  571. switch(Get_Primary_Gradient())
  572. {
  573. case ShaderClass::GRADIENT_DISABLE:
  574. PricOp = D3DTOP_DISABLE;
  575. PricArg1 = D3DTA_TEXTURE;
  576. PricArg2 = D3DTA_CURRENT;
  577. PriaOp = D3DTOP_DISABLE;
  578. PriaArg1 = D3DTA_TEXTURE;
  579. PriaArg2 = D3DTA_CURRENT;
  580. break;
  581. default:
  582. case ShaderClass::GRADIENT_MODULATE:
  583. PricOp = D3DTOP_SELECTARG2;
  584. PricArg1 = D3DTA_TEXTURE;
  585. PricArg2 = D3DTA_DIFFUSE;
  586. PriaOp = D3DTOP_SELECTARG2;
  587. PriaArg1 = D3DTA_TEXTURE;
  588. PriaArg2 = D3DTA_DIFFUSE;
  589. break;
  590. case ShaderClass::GRADIENT_ADD:
  591. PricOp = D3DTOP_SELECTARG2;
  592. PricArg1 = D3DTA_TEXTURE;
  593. PricArg2 = D3DTA_DIFFUSE;
  594. PriaOp = D3DTOP_SELECTARG2;
  595. PriaArg1 = D3DTA_TEXTURE;
  596. PriaArg2 = D3DTA_DIFFUSE;
  597. break;
  598. }
  599. }
  600. }
  601. if(diff & sec_mask)
  602. {
  603. if(Get_Texturing()== ShaderClass::TEXTURING_ENABLE)
  604. {
  605. switch(Get_Post_Detail_Color_Func())
  606. {
  607. default:
  608. case ShaderClass::DETAILCOLOR_DISABLE:
  609. break;
  610. case ShaderClass::DETAILCOLOR_DETAIL:
  611. if(TextureOpCaps & D3DTEXOPCAPS_SELECTARG1)
  612. {
  613. SeccOp = D3DTOP_SELECTARG1;
  614. SeccArg1 = D3DTA_TEXTURE;
  615. SeccArg2 = D3DTA_CURRENT;
  616. }
  617. else {
  618. SNAPSHOT_SAY(("Warning: Using unsupported texture op: SELECTARG1\n"));
  619. }
  620. break;
  621. case ShaderClass::DETAILCOLOR_SCALE:
  622. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE)
  623. {
  624. SeccOp = D3DTOP_MODULATE;
  625. SeccArg1 = D3DTA_TEXTURE;
  626. SeccArg2 = D3DTA_CURRENT;
  627. }
  628. else {
  629. SNAPSHOT_SAY(("Warning: Using unsupported texture op: MODULATE\n"));
  630. }
  631. break;
  632. case ShaderClass::DETAILCOLOR_INVSCALE:
  633. if(TextureOpCaps & D3DTEXOPCAPS_ADDSMOOTH)
  634. {
  635. SeccOp = D3DTOP_ADDSMOOTH;
  636. SeccArg1 = D3DTA_TEXTURE;
  637. SeccArg2 = D3DTA_CURRENT;
  638. } else if(TextureOpCaps & D3DTEXOPCAPS_ADD) {
  639. SeccOp = D3DTOP_ADD;
  640. SeccArg1 = D3DTA_TEXTURE;
  641. SeccArg2 = D3DTA_CURRENT;
  642. }
  643. else {
  644. SNAPSHOT_SAY(("Warning: Using unsupported texture op: ADDSMOOTH\n"));
  645. }
  646. break;
  647. case ShaderClass::DETAILCOLOR_ADD:
  648. if(TextureOpCaps & D3DTEXOPCAPS_ADD)
  649. {
  650. SeccOp = D3DTOP_ADD;
  651. SeccArg1 = D3DTA_TEXTURE;
  652. SeccArg2 = D3DTA_CURRENT;
  653. }
  654. else {
  655. SNAPSHOT_SAY(("Warning: Using unsupported texture op: ADD\n"));
  656. }
  657. break;
  658. case ShaderClass::DETAILCOLOR_SUB:
  659. if(TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)
  660. {
  661. SeccOp = D3DTOP_SUBTRACT;
  662. SeccArg1 = D3DTA_TEXTURE;
  663. SeccArg2 = D3DTA_CURRENT;
  664. }
  665. else {
  666. SNAPSHOT_SAY(("Warning: Using unsupported texture op: SUBTRACT\n"));
  667. }
  668. break;
  669. case ShaderClass::DETAILCOLOR_SUBR:
  670. if(TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)
  671. {
  672. SeccOp = D3DTOP_SUBTRACT;
  673. SeccArg1 = D3DTA_CURRENT;
  674. SeccArg2 = D3DTA_TEXTURE;
  675. }
  676. else {
  677. SNAPSHOT_SAY(("Warning: Using unsupported texture op: SUBTRACT\n"));
  678. }
  679. break;
  680. case ShaderClass::DETAILCOLOR_BLEND:
  681. if(TextureOpCaps & D3DTEXOPCAPS_BLENDTEXTUREALPHA)
  682. {
  683. SeccOp = D3DTOP_BLENDTEXTUREALPHA;
  684. SeccArg1 = D3DTA_TEXTURE;
  685. SeccArg2 = D3DTA_CURRENT;
  686. }
  687. else {
  688. SNAPSHOT_SAY(("Warning: Using unsupported texture op: BLENDTEXTUREALPHA\n"));
  689. }
  690. break;
  691. case ShaderClass::DETAILCOLOR_DETAILBLEND:
  692. if(TextureOpCaps & D3DTEXOPCAPS_BLENDCURRENTALPHA)
  693. {
  694. SeccOp = D3DTOP_BLENDCURRENTALPHA;
  695. SeccArg1 = D3DTA_TEXTURE;
  696. SeccArg2 = D3DTA_CURRENT;
  697. }
  698. else {
  699. SNAPSHOT_SAY(("Warning: Using unsupported texture op: BLENDCURRENTALPHA\n"));
  700. }
  701. break;
  702. case ShaderClass::DETAILCOLOR_ADDSIGNED:
  703. if (TextureOpCaps & D3DTEXOPCAPS_ADDSIGNED) {
  704. SeccOp = D3DTOP_ADDSIGNED;
  705. SeccArg1 = D3DTA_TEXTURE;
  706. SeccArg2 = D3DTA_CURRENT;
  707. } else if (TextureOpCaps & D3DTEXOPCAPS_ADD) {
  708. SeccOp = D3DTOP_ADD;
  709. SeccArg1 = D3DTA_TEXTURE;
  710. SeccArg2 = D3DTA_CURRENT;
  711. } else {
  712. SNAPSHOT_SAY(("Warning: Using unsupported texture op: ADDSIGNED\n"));
  713. }
  714. break;
  715. case ShaderClass::DETAILCOLOR_ADDSIGNED2X:
  716. if (TextureOpCaps & D3DTEXOPCAPS_ADDSIGNED2X) {
  717. SeccOp = D3DTOP_ADDSIGNED2X;
  718. SeccArg1 = D3DTA_TEXTURE;
  719. SeccArg2 = D3DTA_CURRENT;
  720. } else if (TextureOpCaps & D3DTEXOPCAPS_ADDSIGNED) {
  721. SeccOp = D3DTOP_ADDSIGNED;
  722. SeccArg1 = D3DTA_TEXTURE;
  723. SeccArg2 = D3DTA_CURRENT;
  724. } else if (TextureOpCaps & D3DTEXOPCAPS_ADD) {
  725. SeccOp = D3DTOP_ADD;
  726. SeccArg1 = D3DTA_TEXTURE;
  727. SeccArg2 = D3DTA_CURRENT;
  728. } else {
  729. SNAPSHOT_SAY(("Warning: Using unsupported texture op: ADDSIGNED2X\n"));
  730. }
  731. break;
  732. case ShaderClass::DETAILCOLOR_SCALE2X:
  733. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE2X) {
  734. SeccOp = D3DTOP_MODULATE2X;
  735. SeccArg1 = D3DTA_TEXTURE;
  736. SeccArg2 = D3DTA_CURRENT;
  737. } else if(TextureOpCaps & D3DTEXOPCAPS_MODULATE) {
  738. SeccOp = D3DTOP_MODULATE;
  739. SeccArg1 = D3DTA_TEXTURE;
  740. SeccArg2 = D3DTA_CURRENT;
  741. }
  742. else {
  743. SNAPSHOT_SAY(("Warning: Using unsupported texture op: MODULATE2X\n"));
  744. }
  745. break;
  746. case ShaderClass::DETAILCOLOR_MODALPHAADDCOLOR:
  747. if (DX8Wrapper::Get_Current_Caps()->Support_ModAlphaAddClr()) {
  748. SeccOp = D3DTOP_MODULATEALPHA_ADDCOLOR;
  749. SeccArg1 = D3DTA_CURRENT;
  750. SeccArg2 = D3DTA_TEXTURE;
  751. } else if (TextureOpCaps & D3DTEXOPCAPS_ADD) {
  752. SeccOp = D3DTOP_ADD;
  753. SeccArg1 = D3DTA_TEXTURE;
  754. SeccArg2 = D3DTA_CURRENT;
  755. } else {
  756. SNAPSHOT_SAY(("Warning: Using unsupported texture op: MODULATEALPHA_ADDCOLOR\n"));
  757. }
  758. break;
  759. } // color operations
  760. switch(Get_Post_Detail_Alpha_Func())
  761. {
  762. default:
  763. case ShaderClass::DETAILALPHA_DISABLE:
  764. break;
  765. case ShaderClass::DETAILALPHA_DETAIL:
  766. if(TextureOpCaps & D3DTEXOPCAPS_SELECTARG1)
  767. {
  768. SecaOp = D3DTOP_SELECTARG1;
  769. SecaArg1 = D3DTA_TEXTURE;
  770. SecaArg2 = D3DTA_CURRENT;
  771. }
  772. else {
  773. SNAPSHOT_SAY(("Warning: Using unsupported texture op: SELECTARG1\n"));
  774. }
  775. break;
  776. case ShaderClass::DETAILALPHA_SCALE:
  777. if(TextureOpCaps & D3DTEXOPCAPS_MODULATE)
  778. {
  779. SecaOp = D3DTOP_MODULATE;
  780. SecaArg1 = D3DTA_TEXTURE;
  781. SecaArg2 = D3DTA_CURRENT;
  782. }
  783. else {
  784. SNAPSHOT_SAY(("Warning: Using unsupported texture op: MODULATE\n"));
  785. }
  786. break;
  787. case ShaderClass::DETAILALPHA_INVSCALE:
  788. if(TextureOpCaps & D3DTEXOPCAPS_ADDSMOOTH)
  789. {
  790. SecaOp = D3DTOP_ADDSMOOTH;
  791. SecaArg1 = D3DTA_TEXTURE;
  792. SecaArg2 = D3DTA_CURRENT;
  793. }
  794. else {
  795. SNAPSHOT_SAY(("Warning: Using unsupported texture op: ADDSMOOTH\n"));
  796. }
  797. break;
  798. } // alpha operations
  799. // if color is enabled and alpha is disabled set to pass alpha through
  800. if ((SeccOp!=D3DTOP_DISABLE) && (SecaOp==D3DTOP_DISABLE)) {
  801. SecaOp = D3DTOP_SELECTARG2;
  802. SecaArg2 = D3DTA_CURRENT;
  803. } else if ((SeccOp==D3DTOP_DISABLE) && (SecaOp!=D3DTOP_DISABLE)) {
  804. SeccOp = D3DTOP_SELECTARG2;
  805. SeccArg2 = D3DTA_CURRENT;
  806. }
  807. } // texturing enabled
  808. } // if diff sec_mask
  809. bool kill_stage_2=false;
  810. // Apply the stage settings
  811. if (diff & pri_mask) {
  812. // for voodoo3 supported blend modes, the stage 0 color and alpha are both diffuse
  813. // or both not, so we can check for color diffuse only
  814. if ( voodoo3 && (PricArg2==D3DTA_DIFFUSE) &&
  815. ( (SecaOp!=D3DTOP_DISABLE) || (SeccOp!=D3DTOP_DISABLE) )
  816. ) {
  817. // Special Voodoo3 code
  818. // If stage 0 has a diffuse input
  819. // and stage 1 has an input put the diffuse in stage 2
  820. DWORD tex_arg=D3DTA_CURRENT;
  821. if(Get_Texturing() == ShaderClass::TEXTURING_ENABLE) {
  822. tex_arg=D3DTA_TEXTURE;
  823. }
  824. // this is for the bad case of using
  825. // stage 0 for diffuse only
  826. if ((PricOp==D3DTOP_SELECTARG1)&&(PricArg1==D3DTA_DIFFUSE)) {
  827. WWDEBUG_SAY(("Wasted Stage 0 in shader-vertex diffuse only"));
  828. // set stage 0 to disable
  829. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLOROP,D3DTOP_DISABLE);
  830. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAOP,D3DTOP_DISABLE);
  831. // set stage 1 to accept diffuse
  832. if (SeccArg2==D3DTA_CURRENT) SeccArg2=D3DTA_DIFFUSE;
  833. if (SecaArg2==D3DTA_CURRENT) SecaArg2=D3DTA_DIFFUSE;
  834. // and nuke stage 2
  835. kill_stage_2=true;
  836. } else {
  837. // set stage 0 to pass through what it needs
  838. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLOROP,D3DTOP_SELECTARG1);
  839. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLORARG1,tex_arg);
  840. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAOP,D3DTOP_SELECTARG1);
  841. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAARG1,tex_arg);
  842. // set stage 2 to do the diffuse op
  843. // bypass the wrapper since it only supports 2 texture stages
  844. DX8CALL(SetTextureStageState(2,D3DTSS_COLOROP,PricOp));
  845. DX8CALL(SetTextureStageState(2,D3DTSS_COLORARG1,D3DTA_CURRENT));
  846. DX8CALL(SetTextureStageState(2,D3DTSS_COLORARG2,D3DTA_DIFFUSE));
  847. DX8CALL(SetTextureStageState(2,D3DTSS_ALPHAOP,PriaOp));
  848. DX8CALL(SetTextureStageState(2,D3DTSS_ALPHAARG1,D3DTA_CURRENT));
  849. DX8CALL(SetTextureStageState(2,D3DTSS_ALPHAARG2,D3DTA_DIFFUSE));
  850. DX8CALL(SetTextureStageState(2,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU));
  851. DX8CALL(SetTexture(2,0));
  852. kill_stage_2=false;
  853. ShaderDirty=true;
  854. }
  855. } else {
  856. #pragma message("(gth) Generals added a feature here WW3D::Is_Coloring_Enabled() which needs to be merged properly")
  857. #if 0
  858. if (WW3D::Is_Coloring_Enabled())
  859. {
  860. cArg2=aArg2=D3DTA_TFACTOR;
  861. cOp=aOp=D3DTOP_SELECTARG2;
  862. }
  863. #endif
  864. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLOROP,PricOp);
  865. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLORARG1,PricArg1);
  866. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_COLORARG2,PricArg2);
  867. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAOP,PriaOp);
  868. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAARG1,PriaArg1);
  869. DX8Wrapper::Set_DX8_Texture_Stage_State(0,D3DTSS_ALPHAARG2,PriaArg2);
  870. kill_stage_2=true;
  871. }
  872. diff &= ~(ShaderClass::MASK_PRIGRADIENT);
  873. }
  874. if (diff & sec_mask) {
  875. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLOROP,SeccOp);
  876. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLORARG1,SeccArg1);
  877. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_COLORARG2,SeccArg2);
  878. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAOP,SecaOp);
  879. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAARG1,SecaArg1);
  880. DX8Wrapper::Set_DX8_Texture_Stage_State(1,D3DTSS_ALPHAARG2,SecaArg2);
  881. diff &= ~(ShaderClass::MASK_POSTDETAILCOLORFUNC);
  882. diff &= ~(ShaderClass::MASK_POSTDETAILALPHAFUNC);
  883. diff &= ~(ShaderClass::MASK_TEXTURING);
  884. }
  885. // Make sure to disable stage 2 for voodoos since we don't have state tracking for
  886. // stage 2
  887. // bypass the wrapper since it only supports 2 texture stages
  888. if (voodoo3 && kill_stage_2) {
  889. if ((SeccOp!=D3DTOP_DISABLE)&&(SecaOp!=D3DTOP_DISABLE)) {
  890. DX8CALL(SetTextureStageState(2,D3DTSS_COLOROP,D3DTOP_SELECTARG1));
  891. DX8CALL(SetTextureStageState(2,D3DTSS_COLORARG1,D3DTA_CURRENT));
  892. DX8CALL(SetTextureStageState(2,D3DTSS_ALPHAOP,D3DTOP_SELECTARG1));
  893. DX8CALL(SetTextureStageState(2,D3DTSS_ALPHAARG1,D3DTA_CURRENT));
  894. } else {
  895. DX8CALL(SetTextureStageState(2,D3DTSS_COLOROP,D3DTOP_DISABLE));
  896. DX8CALL(SetTextureStageState(2,D3DTSS_ALPHAOP,D3DTOP_DISABLE));
  897. }
  898. DX8CALL(SetTextureStageState(2,D3DTSS_TEXCOORDINDEX,D3DTSS_TCI_PASSTHRU));
  899. DX8CALL(SetTexture(2,0));
  900. }
  901. if(!diff)
  902. return;
  903. DX8Wrapper::Set_DX8_Render_State(D3DRS_SPECULARENABLE,BOOL(Get_Secondary_Gradient()));
  904. // DEPTH COMPARE FUNCTION
  905. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZFUNC,D3DCMPFUNC(int(Get_Depth_Compare())+1));
  906. // DEPTH MASK
  907. DX8Wrapper::Set_DX8_Render_State(D3DRS_ZWRITEENABLE,BOOL(Get_Depth_Mask()));
  908. // DITHERING
  909. // DX8Wrapper::Set_DX8_Render_State(D3DRS_DITHERENABLE,BOOL(Get_Dither_Mask()));
  910. // CULLMODE
  911. DX8Wrapper::Set_DX8_Render_State(D3DRS_CULLMODE,Get_Cull_Mode() ? _PolygonCullMode : D3DCULL_NONE);
  912. // NPATCHES
  913. if (diff&ShaderClass::MASK_NPATCHENABLE) {
  914. float level=1.0f;
  915. if (Get_NPatch_Enable()) level=float(WW3D::Get_NPatches_Level());
  916. DX8Wrapper::Set_DX8_Render_State(D3DRS_PATCHSEGMENTS,*((DWORD*)&level));
  917. }
  918. // Enable/disable alpha test
  919. DX8Wrapper::Set_DX8_Render_State(D3DRS_ALPHATESTENABLE,BOOL(Get_Alpha_Test()));
  920. // Enable/disable stencil test
  921. // Not supported yet
  922. }
  923. /***********************************************************************************************
  924. * ShaderClass::Invert_Backface_Culling -- Globally invert the sense of all backface culling *
  925. * *
  926. * INPUT: *
  927. * *
  928. * OUTPUT: *
  929. * *
  930. * WARNINGS: *
  931. * *
  932. * HISTORY: *
  933. * 4/24/2001 gth : Created. *
  934. *=============================================================================================*/
  935. void ShaderClass::Invert_Backface_Culling(bool onoff)
  936. {
  937. if (onoff == true) {
  938. _PolygonCullMode = D3DCULL_CCW;
  939. } else {
  940. _PolygonCullMode = D3DCULL_CW;
  941. }
  942. Invalidate();
  943. }
  944. /***********************************************************************************************
  945. * ShaderClass::Get_SS_Category -- Helper function for static sort system *
  946. * *
  947. * *
  948. * *
  949. * *
  950. * INPUT: *
  951. * *
  952. * OUTPUT: *
  953. * *
  954. * WARNINGS: *
  955. * *
  956. * HISTORY: *
  957. * 7/13/2001 hy : Created. *
  958. *=============================================================================================*/
  959. ShaderClass::StaticSortCategoryType ShaderClass::Get_SS_Category(void) const
  960. {
  961. // category: Opaque
  962. if ( (ALPHATEST_DISABLE==Get_Alpha_Test()) && (DSTBLEND_ZERO==Get_Dst_Blend_Func()) )
  963. return SSCAT_OPAQUE;
  964. // category: Alpha Test
  965. if (ALPHATEST_ENABLE==Get_Alpha_Test()) {
  966. if (DSTBLEND_ZERO==Get_Dst_Blend_Func()) return SSCAT_ALPHA_TEST;
  967. if ( (SRCBLEND_SRC_ALPHA==Get_Src_Blend_Func()) &&
  968. (DSTBLEND_ONE_MINUS_SRC_ALPHA==Get_Dst_Blend_Func()) )
  969. return SSCAT_ALPHA_TEST;
  970. }
  971. // category: Additive
  972. if ( (SRCBLEND_ONE==Get_Src_Blend_Func()) && (DSTBLEND_ONE==Get_Dst_Blend_Func()) )
  973. return SSCAT_ADDITIVE;
  974. // category: Screen
  975. if ( (SRCBLEND_ONE==Get_Src_Blend_Func()) && (DSTBLEND_ONE_MINUS_SRC_COLOR==Get_Dst_Blend_Func()) )
  976. return SSCAT_SCREEN;
  977. // category: Everything else
  978. return SSCAT_OTHER;
  979. }
  980. /***********************************************************************************************
  981. * ShaderClass::Guess_Sort_Level -- Guess the static sort level *
  982. * *
  983. * *
  984. * *
  985. * *
  986. * INPUT: *
  987. * *
  988. * OUTPUT: *
  989. * *
  990. * WARNINGS: *
  991. * *
  992. * HISTORY: *
  993. * 8/27/2001 hy : Created. *
  994. *=============================================================================================*/
  995. int ShaderClass::Guess_Sort_Level(void) const
  996. {
  997. int sort_level;
  998. StaticSortCategoryType scat=Get_SS_Category();
  999. switch (scat)
  1000. {
  1001. case ShaderClass::SSCAT_OPAQUE:
  1002. case ShaderClass::SSCAT_ALPHA_TEST:
  1003. sort_level=SORT_LEVEL_NONE;
  1004. break;
  1005. case ShaderClass::SSCAT_SCREEN:
  1006. sort_level=SORT_LEVEL_BIN2;
  1007. break;
  1008. case ShaderClass::SSCAT_ADDITIVE:
  1009. sort_level=SORT_LEVEL_BIN3;
  1010. break;
  1011. default:
  1012. sort_level=SORT_LEVEL_BIN1;
  1013. break;
  1014. }
  1015. return sort_level;
  1016. }
  1017. /***********************************************************************************************
  1018. * ShaderClass::Is_Backface_Culling_Inverted -- Is backface culling inverted? *
  1019. * *
  1020. * INPUT: *
  1021. * *
  1022. * OUTPUT: *
  1023. * *
  1024. * WARNINGS: *
  1025. * *
  1026. * HISTORY: *
  1027. * 4/24/2001 gth : Created. *
  1028. *=============================================================================================*/
  1029. bool ShaderClass::Is_Backface_Culling_Inverted(void)
  1030. {
  1031. return (_PolygonCullMode == D3DCULL_CCW);
  1032. }
  1033. const StringClass& ShaderClass::Get_Description(StringClass& str) const
  1034. {
  1035. str="";
  1036. switch (Get_Depth_Compare()) {
  1037. case PASS_NEVER: str+="DEPTH_COMPARE:PASS_NEVER | "; break;
  1038. case PASS_LESS: str+="DEPTH_COMPARE:PASS_LESS | "; break;
  1039. case PASS_EQUAL: str+="DEPTH_COMPARE:PASS_EQUAL | "; break;
  1040. case PASS_LEQUAL: str+="DEPTH_COMPARE:PASS_LEQUAL | "; break;
  1041. case PASS_GREATER: str+="DEPTH_COMPARE:PASS_GREATER | "; break;
  1042. case PASS_NOTEQUAL: str+="DEPTH_COMPARE:PASS_NOTEQUAL | "; break;
  1043. case PASS_GEQUAL: str+="DEPTH_COMPARE:PASS_GEQUAL | "; break;
  1044. case PASS_ALWAYS: str+="DEPTH_COMPARE:PASS_ALWAYS | "; break;
  1045. }
  1046. switch (Get_Depth_Mask()) {
  1047. case DEPTH_WRITE_DISABLE: str+="DEPTH_WRITE_DISABLE | "; break;
  1048. case DEPTH_WRITE_ENABLE: str+="DEPTH_WRITE_ENABLE | "; break;
  1049. }
  1050. switch (Get_Color_Mask()) {
  1051. case COLOR_WRITE_DISABLE: str+="COLOR_WRITE_DISABLE | "; break;
  1052. case COLOR_WRITE_ENABLE: str+="COLOR_WRITE_ENABLE | "; break;
  1053. }
  1054. switch (Get_Dst_Blend_Func()) {
  1055. case DSTBLEND_ZERO: str+="DSTBLEND_ZERO | "; break;
  1056. case DSTBLEND_ONE: str+="DSTBLEND_ONE | "; break;
  1057. case DSTBLEND_SRC_COLOR: str+="DSTBLEND_SRC_COLOR | "; break;
  1058. case DSTBLEND_ONE_MINUS_SRC_COLOR: str+="DSTBLEND_ONE_MINUS_SRC_COLOR | "; break;
  1059. case DSTBLEND_SRC_ALPHA: str+="DSTBLEND_SRC_ALPHA | "; break;
  1060. case DSTBLEND_ONE_MINUS_SRC_ALPHA: str+="DSTBLEND_ONE_MINUS_SRC_ALPHA | "; break;
  1061. }
  1062. switch (Get_Fog_Func()) {
  1063. case FOG_DISABLE: str+="FOG_DISABLE | "; break;
  1064. case FOG_ENABLE: str+="FOG_ENABLE | "; break;
  1065. case FOG_SCALE_FRAGMENT: str+="FOG_SCALE_FRAGMENT | "; break;
  1066. case FOG_WHITE: str+="FOG_WHITE | "; break;
  1067. }
  1068. switch (Get_Primary_Gradient()) {
  1069. case GRADIENT_DISABLE: str+="GRADIENT_DISABLE | "; break;
  1070. case GRADIENT_MODULATE: str+="GRADIENT_MODULATE | "; break;
  1071. case GRADIENT_ADD: str+="GRADIENT_ADD | "; break;
  1072. case GRADIENT_BUMPENVMAP: str+="GRADIENT_BUMPENVMAP | "; break;
  1073. case GRADIENT_BUMPENVMAPLUMINANCE: str+="GRADIENT_BUMPENVMAPLUMINANCE | "; break;
  1074. case GRADIENT_MODULATE2X: str+="GRADIENT_MODULATE2X | "; break;
  1075. }
  1076. switch (Get_Secondary_Gradient()) {
  1077. case SECONDARY_GRADIENT_DISABLE: str+="SECONDARY_GRADIENT_DISABLE | "; break;
  1078. case SECONDARY_GRADIENT_ENABLE: str+="SECONDARY_GRADIENT_ENABLE | "; break;
  1079. }
  1080. switch (Get_Src_Blend_Func()) {
  1081. case SRCBLEND_ZERO: str+="SRCBLEND_ZERO | "; break;
  1082. case SRCBLEND_ONE: str+="SRCBLEND_ONE | "; break;
  1083. case SRCBLEND_SRC_ALPHA: str+="SRCBLEND_SRC_ALPHA | "; break;
  1084. case SRCBLEND_ONE_MINUS_SRC_ALPHA: str+="SRCBLEND_ONE_MINUS_SRC_ALPHA | "; break;
  1085. }
  1086. switch (Get_Texturing()) {
  1087. case TEXTURING_DISABLE: str+="TEXTURING_DISABLE | "; break;
  1088. case TEXTURING_ENABLE: str+="TEXTURING_ENABLE | "; break;
  1089. }
  1090. switch (Get_NPatch_Enable()) {
  1091. case NPATCH_DISABLE: str+="NPATCH_DISABLE | "; break;
  1092. case NPATCH_ENABLE: str+="NPATCH_ENABLE | "; break;
  1093. }
  1094. switch (Get_Alpha_Test()) {
  1095. case ALPHATEST_DISABLE: str+="ALPHATEST_DISABLE | "; break;
  1096. case ALPHATEST_ENABLE: str+="ALPHATEST_ENABLE | "; break;
  1097. }
  1098. switch (Get_Cull_Mode()) {
  1099. case CULL_MODE_DISABLE: str+="CULL_MODE_DISABLE | "; break;
  1100. case CULL_MODE_ENABLE: str+="CULL_MODE_ENABLE | "; break;
  1101. }
  1102. switch (Get_Post_Detail_Color_Func()) {
  1103. case DETAILCOLOR_DISABLE: str+="DETAILCOLOR_DISABLE"; break;
  1104. case DETAILCOLOR_DETAIL: str+="DETAILCOLOR_DETAIL"; break;
  1105. case DETAILCOLOR_SCALE: str+="DETAILCOLOR_SCALE"; break;
  1106. case DETAILCOLOR_INVSCALE: str+="DETAILCOLOR_INVSCALE"; break;
  1107. case DETAILCOLOR_ADD: str+="DETAILCOLOR_ADD"; break;
  1108. case DETAILCOLOR_SUB: str+="DETAILCOLOR_SUB"; break;
  1109. case DETAILCOLOR_SUBR: str+="DETAILCOLOR_SUBR"; break;
  1110. case DETAILCOLOR_BLEND: str+="DETAILCOLOR_BLEND"; break;
  1111. case DETAILCOLOR_DETAILBLEND: str+="DETAILCOLOR_DETAILBLEND"; break;
  1112. case DETAILCOLOR_ADDSIGNED: str+="DETAILCOLOR_ADDSIGNED"; break;
  1113. case DETAILCOLOR_ADDSIGNED2X: str+="DETAILCOLOR_ADDSIGNED2X"; break;
  1114. case DETAILCOLOR_SCALE2X: str+="DETAILCOLOR_SCALE2X"; break;
  1115. case DETAILCOLOR_MODALPHAADDCOLOR: str+="DETAILCOLOR_MODALPHAADDCOLOR"; break;
  1116. }
  1117. return str;
  1118. }