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258 lines
7.5 KiB
258 lines
7.5 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Header: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include "shaderlib/cshader.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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DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX6 ) |
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BEGIN_SHADER( WorldTwoTextureBlend_DX6, |
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"Help for WorldTwoTextureBlend" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 ) |
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" ) |
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" ) |
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SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", |
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"If this is 1, then when detail alpha=0, no base texture is blended and when " |
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"detail alpha=1, you get detail*base*lightmap" ) |
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END_SHADER_PARAMS |
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SHADER_INIT |
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{ |
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LoadTexture( FLASHLIGHTTEXTURE ); |
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LoadTexture( BASETEXTURE ); |
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LoadTexture( DETAIL ); |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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// FLASHLIGHTFIXME |
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); |
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if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() ) |
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params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 ); |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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} |
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SHADER_DRAW |
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{ |
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float detailScale = params[DETAILSCALE]->GetFloatValue(); |
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bool hasFlashlight = UsingFlashlight( params ); |
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if( hasFlashlight ) |
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{ |
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DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); |
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return; |
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} |
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// DX6 fallback mode. |
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if ( params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() ) |
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{ |
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DetailAlphaMaskPass1( pShaderShadow, pShaderAPI, params, detailScale ); |
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DetailAlphaMaskPass2( pShaderShadow, pShaderAPI, detailScale ); |
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} |
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else |
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{ |
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// FIXME: add multitexture support! |
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NormalModePass1( pShaderShadow, pShaderAPI ); |
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NormalModePass2( pShaderShadow, pShaderAPI, params, detailScale ); |
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NormalModePass3( pShaderShadow, pShaderAPI, params, detailScale ); |
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} |
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} |
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// ------------------------------------------------------------------------------ // |
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// "Normal" mode - doesn't use the detail texture's alpha mask. |
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// ------------------------------------------------------------------------------ // |
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void NormalModePass1( |
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IShaderShadow *pShaderShadow, |
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IShaderDynamicAPI *pShaderAPI ) |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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} |
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Draw(); |
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} |
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void NormalModePass2( |
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IShaderShadow *pShaderShadow, |
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IShaderDynamicAPI *pShaderAPI, |
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IMaterialVar **params, |
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float detailScale ) |
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{ |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableBlending( true ); |
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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if ( detailScale != 1.0f ) |
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{ |
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 ); |
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pShaderAPI->LoadIdentity(); |
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pShaderAPI->ScaleXY( detailScale, detailScale ); |
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} |
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BindTexture( SHADER_SAMPLER0, DETAIL ); |
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} |
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Draw(); |
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} |
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void NormalModePass3( |
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IShaderShadow *pShaderShadow, |
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IShaderDynamicAPI *pShaderAPI, |
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IMaterialVar **params, |
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float detailScale ) |
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{ |
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SHADOW_STATE |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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SingleTextureLightmapBlendMode(); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); |
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FogToOOOverbright(); |
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} |
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DYNAMIC_STATE |
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{ |
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if ( detailScale != 1.0f ) |
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pShaderAPI->LoadIdentity( ); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); |
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} |
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Draw(); |
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} |
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// ------------------------------------------------------------------------------ // |
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// "Detail alpha mask mode". |
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// ------------------------------------------------------------------------------ // |
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void DetailAlphaMaskPass1( |
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IShaderShadow *pShaderShadow, |
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IShaderDynamicAPI *pShaderAPI, |
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IMaterialVar **params, |
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float detailScale ) |
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{ |
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// The equation is [B*Da + (1-Da)] * [D * L] |
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SHADOW_STATE |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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pShaderShadow->EnableCustomPixelPipe( true ); |
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pShaderShadow->CustomTextureStages( 2 ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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// Stage 0 |
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// Color = B*2 |
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// Note the 2x here.. we do 4x total in this shader and |
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// the first 2x is here. The second is in SingleTextureLightmapBlendMode in the 2nd pass. |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR ); |
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// Stage 1 [where P = prev stage] |
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// Color = B*Da + (1-Da) |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA, |
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SHADER_TEXARG_INVTEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE ); |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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BindTexture( SHADER_SAMPLER1, DETAIL ); |
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pShaderAPI->Color4f( 1, 1, 1, 1 ); |
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if ( detailScale != 1.0f ) |
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{ |
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 ); |
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pShaderAPI->LoadIdentity(); |
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pShaderAPI->ScaleXY( detailScale, detailScale ); |
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} |
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} |
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Draw(); |
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} |
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void DetailAlphaMaskPass2( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, float detailScale ) |
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{ |
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SHADOW_STATE |
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{ |
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s_pShaderShadow->EnableCustomPixelPipe( true ); |
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s_pShaderShadow->CustomTextureStages( 2 ); |
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true); |
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// Make sure the texgen transform is applied to the texture coordinates and not to an auto-generated reflection vector or whatever. |
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s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_OBJECT_LINEAR ); |
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// This turns on blending and does overbrighting if it's enabled. |
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SingleTextureLightmapBlendMode(); |
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// Stage 0, color = D |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, |
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SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR ); |
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// Stage 1, color = D*L |
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pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, |
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SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, |
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SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE ); |
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// Use the lightmap coordinates in both stages. |
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pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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BindTexture( SHADER_SAMPLER0, DETAIL); |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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if ( detailScale != 1.0f ) |
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{ |
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 ); |
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pShaderAPI->LoadIdentity(); |
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pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 ); |
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pShaderAPI->LoadIdentity(); |
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pShaderAPI->ScaleXY( detailScale, detailScale ); |
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} |
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} |
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Draw(); |
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} |
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END_SHADER |
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