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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "lightmappedgeneric_decal.inc"
#include "mathlib/bumpvects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( LightmappedGeneric_Decal, "Help for LightmappedGeneric_Decal" )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
SHADER_INIT_PARAMS() { params[FLASHLIGHTTEXTURE]->SetStringValue( GetFlashlightTextureFilename() );
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); }
SET_FLAGS( MATERIAL_VAR_DECAL ); SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); }
SHADER_FALLBACK { return 0; }
SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE );
if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); } }
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) { CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); } }
void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow ) { if( IsSnapshotting() ) { // Be sure not to write to dest alpha
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
SetNormalBlendingShadowState( BASETEXTURE, true );
int pTexCoords[3] = { 2, 2, 1 }; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
lightmappedgeneric_decal_Static_Index vshIndex; pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" ); FogToFogColor(); } else { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
// Load the z^2 components of the lightmap coordinate axes only
// This is (N dot basis)^2
Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z ); vecZValues *= vecZValues;
Vector4D basis[3]; basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f ); basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f ); basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f ); pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetModulationPixelShaderDynamicState( 3 );
lightmappedgeneric_decal_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); }
SHADER_DRAW { if( UsingFlashlight( params ) ) { DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 ); } else { DrawDecal( params, pShaderAPI, pShaderShadow ); } } END_SHADER
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