You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
81 lines
2.8 KiB
81 lines
2.8 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: |
|
// |
|
// $NoKeywords: $ |
|
//============================================================================= |
|
|
|
#include "worldvertextransition_dx8_helper.h" |
|
#include "BaseVSShader.h" |
|
|
|
#include "WorldVertexTransition.inc" |
|
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
|
|
void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info ) |
|
{ |
|
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
|
} |
|
|
|
void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info ) |
|
{ |
|
if ( params[info.m_nBaseTextureVar]->IsDefined() ) |
|
{ |
|
pShader->LoadTexture( info.m_nBaseTextureVar ); |
|
} |
|
|
|
if ( params[info.m_nBaseTexture2Var]->IsDefined() ) |
|
{ |
|
pShader->LoadTexture( info.m_nBaseTexture2Var ); |
|
} |
|
} |
|
|
|
void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info ) |
|
{ |
|
SHADOW_STATE |
|
{ |
|
// This is the dx8 worldcraft version (non-bumped always.. too bad) |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
|
|
|
int fmt = VERTEX_POSITION | VERTEX_COLOR; |
|
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); |
|
|
|
worldvertextransition_Static_Index vshIndex; |
|
pShaderShadow->SetVertexShader( "WorldVertexTransition", vshIndex.GetIndex() ); |
|
pShaderShadow->SetPixelShader( "WorldVertexTransition_Editor" ); |
|
|
|
pShader->FogToFogColor(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTextureVar, info.m_nBaseTextureFrameVar ); |
|
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture2Var, info.m_nBaseTexture2FrameVar ); |
|
|
|
// Texture 3 = lightmap |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_LIGHTMAP ); |
|
|
|
pShader->EnablePixelShaderOverbright( 0, true, true ); |
|
|
|
// JasonM - Gnarly hack since we're calling this legacy shader from DX9 |
|
int nTextureTransformConst = VERTEX_SHADER_SHADER_SPECIFIC_CONST_0; |
|
int nTextureTransformConst2 = VERTEX_SHADER_SHADER_SPECIFIC_CONST_2; |
|
if ( g_pHardwareConfig->GetDXSupportLevel() >= 90) |
|
{ |
|
nTextureTransformConst -= 10; |
|
nTextureTransformConst2 -= 10; |
|
} |
|
|
|
pShader->SetVertexShaderTextureTransform( nTextureTransformConst, info.m_nBaseTextureTransformVar ); |
|
pShader->SetVertexShaderTextureTransform( nTextureTransformConst2, info.m_nBaseTexture2TransformVar ); |
|
|
|
worldvertextransition_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
pShader->Draw(); |
|
}
|
|
|