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186 lines
5.7 KiB
186 lines
5.7 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 "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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// FIXME!! Need to make dx9 version so that "CENTROID" flags can be added! |
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BEGIN_SHADER( LightmappedTwoTexture, |
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"Help for LightmappedTwoTexture" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" ) |
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "detail scale" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "Frame for animated envmap" ) |
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) |
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) |
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SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) |
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
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END_SHADER_PARAMS |
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SHADER_INIT_PARAMS() |
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{ |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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if( !params[ENVMAPMASKSCALE]->IsDefined() ) |
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params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); |
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if( !params[DETAILSCALE]->IsDefined() ) |
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params[DETAILSCALE]->SetFloatValue( 1.0f ); |
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if( !params[ENVMAPTINT]->IsDefined() ) |
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params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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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_BASEALPHAENVMAPMASK ); |
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} |
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// If in decal mode, no debug override... |
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if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) |
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{ |
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
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} |
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} |
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SHADER_INIT |
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{ |
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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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if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) |
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CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
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} |
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} |
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if (params[DETAIL]->IsDefined()) |
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{ |
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LoadTexture( DETAIL ); |
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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_BASEALPHAENVMAPMASK) ) |
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CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); |
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if (params[ENVMAP]->IsDefined()) |
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{ |
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if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) |
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LoadCubeMap( ENVMAP ); |
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else |
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LoadTexture( ENVMAP ); |
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if( !g_pHardwareConfig->SupportsCubeMaps() ) |
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{ |
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SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); |
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} |
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if (params[ENVMAPMASK]->IsDefined()) |
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LoadTexture( ENVMAPMASK ); |
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} |
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} |
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SHADER_FALLBACK |
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{ |
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// The only thing we can't do here is masked env-mapped |
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if (g_pHardwareConfig->GetSamplerCount() < 2) |
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{ |
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return "LightmappedTwoTexture_DX5"; |
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} |
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return 0; |
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} |
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/* |
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// FIXME: I didn't remove this because it's modulating against the detail alpha! |
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// This seems very strange and isn't what FixedFunctionBaseTimesDetailPass does. |
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// Should it!?!? If so, I want to move this to the FixedFunctionBaseTimesDetailPass. |
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void DrawBaseTimesDetail( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) |
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{ |
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// Base |
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SHADOW_STATE |
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{ |
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// alpha test |
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pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); |
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// Alpha blending, enable alpha blending if the detail texture is translucent |
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bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false ); |
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if ( detailIsTranslucent ) |
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{ |
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if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) |
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); |
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else |
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EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
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} |
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else |
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{ |
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SetDefaultBlendingShadowState( BASETEXTURE, true ); |
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} |
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// independently configure alpha and color |
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pShaderShadow->EnableAlphaPipe( true ); |
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// Here's the color states (NOTE: SHADER_DRAW_COLOR == use Vertex Color) |
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pShaderShadow->EnableConstantColor( IsColorModulating() ); |
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); |
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pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true ); |
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// Here's the alpha states |
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pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); |
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pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); |
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) ); |
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pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, detailIsTranslucent ); |
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int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SECONDARY_TEXCOORD1; |
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if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) |
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flags |= SHADER_DRAW_COLOR; |
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pShaderShadow->DrawFlags( flags ); |
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DefaultFog(); |
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} |
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DYNAMIC_STATE |
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{ |
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SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); |
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SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, DETAILSCALE ); |
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BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); |
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BindTexture( SHADER_TEXTURE_STAGE1, DETAIL ); |
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SetModulationDynamicState(); |
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} |
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Draw(); |
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SHADOW_STATE |
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{ |
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pShaderShadow->EnableAlphaPipe( false ); |
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} |
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} |
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*/ |
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SHADER_DRAW |
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{ |
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// Pass 1 : Base + detail |
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FixedFunctionBaseTimesDetailPass( |
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BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); |
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// Pass 2 : * lightmap |
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FixedFunctionMultiplyByLightmapPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM ); |
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// Pass 3 : + env |
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bool envDefined = params[ENVMAP]->IsTexture(); |
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if (envDefined) |
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{ |
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FixedFunctionAdditiveMaskedEnvmapPass( |
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ENVMAP, ENVMAPMASK, BASETEXTURE, |
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ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, |
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BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); |
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} |
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} |
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END_SHADER
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