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135 lines
3.9 KiB
135 lines
3.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Lightmap only shader |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "BaseVSShader.h" |
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#include "lightmappedgeneric_decal.inc" |
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#include "mathlib/bumpvects.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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BEGIN_VS_SHADER( LightmappedGeneric_Decal, |
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"Help for LightmappedGeneric_Decal" ) |
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BEGIN_SHADER_PARAMS |
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END_SHADER_PARAMS |
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// Set up anything that is necessary to make decisions in SHADER_FALLBACK. |
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SHADER_INIT_PARAMS() |
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{ |
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if ( g_pHardwareConfig->SupportsBorderColor() ) |
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{ |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); |
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} |
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else |
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{ |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); |
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} |
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// No texture means no self-illum or env mask in base alpha |
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if ( !params[BASETEXTURE]->IsDefined() ) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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} |
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SET_FLAGS( MATERIAL_VAR_DECAL ); |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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} |
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SHADER_FALLBACK |
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{ |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); |
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if (params[BASETEXTURE]->IsDefined()) |
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{ |
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LoadTexture( BASETEXTURE ); |
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if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() ) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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} |
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} |
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// Don't alpha test if the alpha channel is used for other purposes |
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if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) |
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{ |
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); |
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} |
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} |
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void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow ) |
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{ |
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if( IsSnapshotting() ) |
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{ |
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// Be sure not to write to dest alpha |
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pShaderShadow->EnableAlphaWrites( false ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
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SetNormalBlendingShadowState( BASETEXTURE, true ); |
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int pTexCoords[3] = { 2, 2, 1 }; |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 ); |
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lightmappedgeneric_decal_Static_Index vshIndex; |
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pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() ); |
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pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" ); |
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FogToFogColor(); |
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} |
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else |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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// Load the z^2 components of the lightmap coordinate axes only |
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// This is (N dot basis)^2 |
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Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z ); |
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vecZValues *= vecZValues; |
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Vector4D basis[3]; |
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basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f ); |
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basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f ); |
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basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f ); |
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pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
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SetModulationPixelShaderDynamicState( 3 ); |
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lightmappedgeneric_decal_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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} |
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Draw(); |
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} |
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SHADER_DRAW |
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{ |
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if( UsingFlashlight( params ) ) |
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{ |
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DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1, |
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FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 ); |
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} |
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else |
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{ |
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DrawDecal( params, pShaderAPI, pShaderShadow ); |
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} |
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} |
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END_SHADER
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