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157 lines
7.3 KiB
157 lines
7.3 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 "BaseVSShader.h" |
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#include "convar.h" |
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#include "worldvertextransition_dx8_helper.h" |
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#include "lightmappedgeneric_dx9_helper.h" |
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static LightmappedGeneric_DX9_Vars_t s_info; |
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DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX9 ) |
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BEGIN_VS_SHADER( WorldVertexTransition_DX9, "Help for WorldVertexTransition" ) |
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BEGIN_SHADER_PARAMS |
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SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) |
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SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) |
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SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) |
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SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) |
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SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) |
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// detail (multi-) texturing |
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SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" ) |
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SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." ) |
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SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" ) |
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SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
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SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) |
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SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) |
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SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) |
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SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) |
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SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
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SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) |
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SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) |
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SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) |
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SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) |
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SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" ) |
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SHADER_PARAM( BUMPMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "bump map" ) |
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SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) |
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SHADER_PARAM( BUMPTRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) |
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SHADER_PARAM( BUMPMASK, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) |
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SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) |
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SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) |
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SHADER_PARAM( BASETEXTURENOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) |
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SHADER_PARAM( BASETEXTURE2NOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) |
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SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", |
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"If this is 1, then when detail alpha=0, no base texture is blended and when " |
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"detail alpha=1, you get detail*base*lightmap" ) |
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SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "light munging lookup texture" ) |
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SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" ) |
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SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" ) |
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SHADER_PARAM( MASKEDBLENDING, SHADER_PARAM_TYPE_INTEGER, "0", "blend using texture with no vertex alpha. For using texture blending on non-displacements" ) |
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SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" ) |
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SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" ) |
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END_SHADER_PARAMS |
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void SetupVars( WorldVertexTransitionEditor_DX8_Vars_t& info ) |
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{ |
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info.m_nBaseTextureVar = BASETEXTURE; |
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info.m_nBaseTextureFrameVar = FRAME; |
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info.m_nBaseTextureTransformVar = BASETEXTURETRANSFORM; |
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info.m_nBaseTexture2Var = BASETEXTURE2; |
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info.m_nBaseTexture2FrameVar = FRAME2; |
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info.m_nBaseTexture2TransformVar = BASETEXTURETRANSFORM; // FIXME!!!! |
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} |
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void SetupVars( LightmappedGeneric_DX9_Vars_t& info ) |
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{ |
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info.m_nBaseTexture = BASETEXTURE; |
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info.m_nBaseTextureFrame = FRAME; |
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info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; |
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info.m_nAlbedo = ALBEDO; |
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info.m_nSelfIllumTint = SELFILLUMTINT; |
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info.m_nDetail = DETAIL; |
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info.m_nDetailFrame = DETAILFRAME; |
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info.m_nDetailScale = DETAILSCALE; |
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info.m_nDetailTextureCombineMode = DETAILBLENDMODE; |
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info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR; |
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info.m_nDetailTint = DETAILTINT; |
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info.m_nEnvmap = ENVMAP; |
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info.m_nEnvmapFrame = ENVMAPFRAME; |
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info.m_nEnvmapMask = ENVMAPMASK; |
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info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME; |
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info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM; |
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info.m_nEnvmapTint = ENVMAPTINT; |
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info.m_nBumpmap = BUMPMAP; |
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info.m_nBumpFrame = BUMPFRAME; |
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info.m_nBumpTransform = BUMPTRANSFORM; |
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info.m_nEnvmapContrast = ENVMAPCONTRAST; |
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info.m_nEnvmapSaturation = ENVMAPSATURATION; |
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info.m_nFresnelReflection = FRESNELREFLECTION; |
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info.m_nNoDiffuseBumpLighting = NODIFFUSEBUMPLIGHTING; |
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info.m_nBumpmap2 = BUMPMAP2; |
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info.m_nBumpFrame2 = BUMPFRAME2; |
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info.m_nBaseTexture2 = BASETEXTURE2; |
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info.m_nBaseTexture2Frame = FRAME2; |
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info.m_nBumpTransform2 = BUMPTRANSFORM2; |
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info.m_nBumpMask = BUMPMASK; |
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info.m_nBaseTextureNoEnvmap = BASETEXTURENOENVMAP; |
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info.m_nBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP; |
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info.m_nDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE; |
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info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; |
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info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; |
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info.m_nLightWarpTexture = LIGHTWARPTEXTURE; |
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info.m_nBlendModulateTexture = BLENDMODULATETEXTURE; |
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info.m_nBlendMaskTransform = BLENDMASKTRANSFORM; |
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info.m_nMaskedBlending = MASKEDBLENDING; |
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info.m_nSelfShadowedBumpFlag = SSBUMP; |
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info.m_nSeamlessMappingScale = SEAMLESS_SCALE; |
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info.m_nAlphaTestReference = -1; |
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} |
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SHADER_FALLBACK |
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{ |
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if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) |
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return "WorldVertexTransition_DX8"; |
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return 0; |
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} |
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SHADER_INIT_PARAMS() |
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{ |
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SetupVars( s_info ); |
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InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info ); |
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} |
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SHADER_INIT |
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{ |
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SetupVars( s_info ); |
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InitLightmappedGeneric_DX9( this, params, s_info ); |
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} |
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SHADER_DRAW |
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{ |
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if ( UsingEditor( params ) ) |
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{ |
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WorldVertexTransitionEditor_DX8_Vars_t info; |
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SetupVars( info ); |
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DrawWorldVertexTransitionEditor_DX8( this, params, pShaderAPI, pShaderShadow, info ); |
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return; |
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} |
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DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info, pContextDataPtr ); |
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} |
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END_SHADER |
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