//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #include "BaseVSShader.h" #include "bumpmappedenvmap.inc" #include "lightmappedgeneric_vs11.inc" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" // FIXME: Need to make a dx9 version so that "CENTROID" works. BEGIN_VS_SHADER( GooInGlass, "Help for GooInGlass" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass", "Base texture", 0 ) SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_normal", "bump map" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bump texcoord transform" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_env", "envmap" ) SHADER_PARAM( GLASSENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_envglass", "Glass Envmap" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( GLASSENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( TRANSLUCENTGOO, SHADER_PARAM_TYPE_BOOL, "0", "whether or not goo is translucent" ) END_SHADER_PARAMS SHADER_INIT { LoadBumpMap( BUMPMAP ); LoadTexture( BASETEXTURE ); LoadCubeMap( ENVMAP ); LoadCubeMap( GLASSENVMAP ); if( !params[ENVMAPTINT]->IsDefined() ) { params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[GLASSENVMAPTINT]->IsDefined() ) { params[GLASSENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); } if( !params[TRANSLUCENTGOO]->IsDefined() ) { params[TRANSLUCENTGOO]->SetIntValue( 0 ); } } SHADER_DRAW { // + MASKED BUMPED CUBEMAP * ENVMAPTINT SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); if( params[TRANSLUCENTGOO]->GetIntValue() ) { pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); } // FIXME: Remove the normal (needed for tangent space gen) pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T, 1, 0, 0 ); bumpmappedenvmap_Static_Index vshIndex; pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "BumpmappedEnvmap" ); FogToBlack(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BUMPMAP ); BindTexture( SHADER_SAMPLER3, ENVMAP ); float constantColor[4]; params[ENVMAPTINT]->GetVecValue( constantColor, 3 ); constantColor[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 ); // handle scrolling of bump texture SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM ); bumpmappedenvmap_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); // glass envmap SHADOW_STATE { SetInitialShadowState( ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); // FIXME: Remove the normal (needed for tangent space gen) pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S | VERTEX_TANGENT_T, 1, 0, 0 ); bumpmappedenvmap_Static_Index vshIndex; pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "BumpmappedEnvMap" ); FogToBlack(); } DYNAMIC_STATE { // fixme: doesn't support camera space envmapping!!!!!! pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT ); BindTexture( SHADER_SAMPLER3, GLASSENVMAP ); float constantColor[4]; params[GLASSENVMAPTINT]->GetVecValue( constantColor, 3 ); constantColor[3] = 0.0f; pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM ); bumpmappedenvmap_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); // BASE TEXTURE * LIGHTMAP SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); SetInitialShadowState( ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 ); lightmappedgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetVERTEXCOLOR( false ); pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "LightmappedGeneric" ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); EnablePixelShaderOverbright( true, 0, true ); lightmappedgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER