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