Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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();
}