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175 lines
4.8 KiB
175 lines
4.8 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 "lightmappedgeneric_vs11.inc" |
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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_DX8 ) |
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BEGIN_VS_SHADER( WorldTwoTextureBlend_DX8, |
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"Help for WorldTwoTextureBlend_DX8" ) |
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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( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) |
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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_FALLBACK |
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{ |
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if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
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return "WorldTwoTextureBlend_DX6"; |
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return 0; |
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} |
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SHADER_INIT |
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{ |
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LoadTexture( FLASHLIGHTTEXTURE ); |
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if (params[BASETEXTURE]->IsDefined()) |
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{ |
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LoadTexture( BASETEXTURE ); |
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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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} |
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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[SELFILLUMTINT]->IsDefined() ) |
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{ |
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params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
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} |
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if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() ) |
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{ |
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params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 ); |
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} |
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); |
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} |
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const char *GetPixelShaderName( IMaterialVar** params, bool bHasBaseTexture, bool bHasDetailTexture ) |
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{ |
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bool bSelfIllum = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM); |
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if ( !bHasBaseTexture ) |
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{ |
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if ( !bHasDetailTexture ) |
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return "LightmappedGeneric_NoTexture"; |
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return "LightmappedGeneric_DetailNoTexture"; |
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} |
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if ( !bHasDetailTexture ) |
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{ |
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if ( bSelfIllum ) |
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return "LightmappedGeneric_SelfIlluminated"; |
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return "LightmappedGeneric"; |
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} |
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if ( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() ) |
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{ |
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if ( bSelfIllum ) |
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return "WorldTwoTextureBlend_SelfIlluminated"; |
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return "WorldTwoTextureBlend"; |
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} |
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return "WorldTwoTextureBlend_DetailAlpha"; |
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} |
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SHADER_DRAW |
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{ |
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bool hasFlashlight = UsingFlashlight( params ); |
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if( hasFlashlight ) |
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{ |
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DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1, |
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FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 ); |
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return; |
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} |
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bool bHasBaseTexture = params[BASETEXTURE]->IsTexture(); |
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bool bHasDetailTexture = params[DETAIL]->IsTexture(); |
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bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); |
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SHADOW_STATE |
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{ |
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if ( bHasBaseTexture ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
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} |
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
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if ( bHasDetailTexture ) |
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{ |
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
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} |
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pShaderShadow->EnableBlending( false ); |
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 ); |
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// Let the shaders do the fun stuff. |
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lightmappedgeneric_vs11_Static_Index vshIndex; |
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vshIndex.SetDETAIL( bHasDetailTexture ); |
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vshIndex.SetENVMAP( false ); |
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vshIndex.SetENVMAPCAMERASPACE( false ); |
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vshIndex.SetENVMAPSPHERE( false ); |
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vshIndex.SetVERTEXCOLOR( bHasVertexColor ); |
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pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); |
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const char *pPixelShaderName = GetPixelShaderName( params, bHasBaseTexture, bHasDetailTexture ); |
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pShaderShadow->SetPixelShader( pPixelShaderName ); |
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FogToFogColor(); |
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} |
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DYNAMIC_STATE |
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{ |
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if ( bHasBaseTexture ) |
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{ |
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
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} |
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
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if ( bHasDetailTexture ) |
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{ |
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BindTexture( SHADER_SAMPLER2, DETAIL ); |
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SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE ); |
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} |
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SetModulationVertexShaderDynamicState(); |
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// Dynamic vertex shader index. |
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lightmappedgeneric_vs11_Dynamic_Index vshIndex; |
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
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EnablePixelShaderOverbright( 0, true, true ); |
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SetPixelShaderConstant( 1, SELFILLUMTINT ); |
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} |
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Draw(); |
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} |
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END_SHADER |
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