You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
211 lines
5.9 KiB
211 lines
5.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: Lightmap only shader |
|
// |
|
// $Header: $ |
|
// $NoKeywords: $ |
|
//=============================================================================// |
|
|
|
|
|
#include "BaseVSShader.h" |
|
#include "shatteredglass.inc" |
|
#include "shatteredglass_envmap.inc" |
|
#include "shatteredglass_envmapsphere.inc" |
|
|
|
// memdbgon must be the last include file in a .cpp file!!! |
|
#include "tier0/memdbgon.h" |
|
|
|
BEGIN_VS_SHADER( ShatteredGlass_DX8, |
|
"Help for ShatteredGlass_DX8" ) |
|
|
|
BEGIN_SHADER_PARAMS |
|
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" ) |
|
SHADER_PARAM( DETAILTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "detail scale" ) |
|
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) |
|
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) |
|
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) |
|
SHADER_PARAM( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" ) |
|
END_SHADER_PARAMS |
|
|
|
SHADER_INIT_PARAMS() |
|
{ |
|
if( !params[ENVMAPTINT]->IsDefined() ) |
|
{ |
|
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); |
|
} |
|
|
|
if( !params[UNLITFACTOR]->IsDefined() ) |
|
{ |
|
params[UNLITFACTOR]->SetFloatValue( 0.3f ); |
|
} |
|
|
|
// No texture means no self-illum or env mask in base alpha |
|
if ( !params[BASETEXTURE]->IsDefined() ) |
|
{ |
|
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
|
} |
|
|
|
// If in decal mode, no debug override... |
|
if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) |
|
{ |
|
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); |
|
} |
|
} |
|
|
|
SHADER_FALLBACK |
|
{ |
|
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) |
|
{ |
|
return "ShatteredGlass_DX7"; |
|
} |
|
return 0; |
|
} |
|
|
|
SHADER_INIT |
|
{ |
|
if ( params[BASETEXTURE]->IsDefined() ) |
|
{ |
|
LoadTexture( BASETEXTURE ); |
|
|
|
if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() ) |
|
{ |
|
if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) ) |
|
{ |
|
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); |
|
} |
|
} |
|
} |
|
|
|
if ( params[DETAIL]->IsDefined() ) |
|
{ |
|
LoadTexture( DETAIL ); |
|
} |
|
|
|
if ( params[ENVMAP]->IsDefined()) |
|
{ |
|
LoadCubeMap( ENVMAP ); |
|
} |
|
} |
|
|
|
SHADER_DRAW |
|
{ |
|
bool bHasEnvmap = params[ENVMAP]->IsTexture(); |
|
bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); |
|
|
|
// Base |
|
SHADOW_STATE |
|
{ |
|
// alpha test |
|
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); |
|
|
|
// Alpha blending, enable alpha blending if the detail texture is translucent |
|
bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false ); |
|
if ( detailIsTranslucent ) |
|
{ |
|
if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) |
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); |
|
else |
|
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); |
|
} |
|
else |
|
{ |
|
SetDefaultBlendingShadowState( BASETEXTURE, true ); |
|
} |
|
|
|
// Base texture and envmapmask |
|
unsigned int flags = VERTEX_POSITION; |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); |
|
|
|
// Lightmap |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); |
|
|
|
// Detail texture |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); |
|
|
|
// Envmap |
|
if ( bHasEnvmap ) |
|
{ |
|
flags |= VERTEX_NORMAL; |
|
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); |
|
} |
|
|
|
if ( bHasVertexColor ) |
|
{ |
|
flags |= VERTEX_COLOR; |
|
} |
|
|
|
pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 ); |
|
|
|
Assert( !bHasVertexColor ); |
|
if ( !bHasEnvmap ) |
|
{ |
|
shatteredglass_Static_Index vshIndex; |
|
pShaderShadow->SetVertexShader( "shatteredglass", vshIndex.GetIndex() ); |
|
|
|
pShaderShadow->SetPixelShader( "shatteredglass" ); |
|
} |
|
else |
|
{ |
|
if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) |
|
{ |
|
shatteredglass_envmap_Static_Index vshIndex; |
|
pShaderShadow->SetVertexShader( "shatteredglass_envmap", vshIndex.GetIndex() ); |
|
} |
|
else |
|
{ |
|
shatteredglass_envmapsphere_Static_Index vshIndex; |
|
pShaderShadow->SetVertexShader( "shatteredglass_envmapsphere", vshIndex.GetIndex() ); |
|
} |
|
pShaderShadow->SetPixelShader( "shatteredglass_envmap" ); |
|
} |
|
DefaultFog(); |
|
} |
|
DYNAMIC_STATE |
|
{ |
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); |
|
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILTRANSFORM ); |
|
|
|
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); |
|
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); |
|
BindTexture( SHADER_SAMPLER3, DETAIL ); |
|
|
|
if( !bHasEnvmap ) |
|
{ |
|
shatteredglass_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
else |
|
{ |
|
BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME ); |
|
if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) |
|
{ |
|
shatteredglass_envmap_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
else |
|
{ |
|
shatteredglass_envmapsphere_Dynamic_Index vshIndex; |
|
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); |
|
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); |
|
} |
|
} |
|
|
|
if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE)) |
|
{ |
|
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); |
|
} |
|
|
|
SetModulationVertexShaderDynamicState(); |
|
EnablePixelShaderOverbright( 0, true, true ); |
|
SetPixelShaderConstant( 2, ENVMAPTINT ); |
|
|
|
// Blend between lightmap + unlit based on the unlit factor to make it look better |
|
float flUnlitFactor[4]; |
|
flUnlitFactor[0] = flUnlitFactor[1] = flUnlitFactor[2] = flUnlitFactor[3] = params[UNLITFACTOR]->GetFloatValue(); |
|
pShaderAPI->SetPixelShaderConstant( 3, flUnlitFactor, 1 ); |
|
} |
|
Draw(); |
|
} |
|
END_SHADER
|
|
|