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//========= Copyright � 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "worldvertextransition_dx8_helper.h"
#include "BaseVSShader.h"
#include "WorldVertexTransition.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info ) { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); }
void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info ) { if ( params[info.m_nBaseTextureVar]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTextureVar ); }
if ( params[info.m_nBaseTexture2Var]->IsDefined() ) { pShader->LoadTexture( info.m_nBaseTexture2Var ); } }
void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info ) { SHADOW_STATE { // This is the dx8 worldcraft version (non-bumped always.. too bad)
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
int fmt = VERTEX_POSITION | VERTEX_COLOR; pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
worldvertextransition_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WorldVertexTransition", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "WorldVertexTransition_Editor" ); pShader->FogToFogColor(); } DYNAMIC_STATE { pShader->BindTexture( SHADER_SAMPLER0, TEXTURE_BINDFLAGS_NONE, info.m_nBaseTextureVar, info.m_nBaseTextureFrameVar ); pShader->BindTexture( SHADER_SAMPLER1, TEXTURE_BINDFLAGS_NONE, info.m_nBaseTexture2Var, info.m_nBaseTexture2FrameVar );
// Texture 3 = lightmap
pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_BINDFLAGS_NONE, TEXTURE_LIGHTMAP ); pShader->EnablePixelShaderOverbright( 0, true, true ); // JasonM - Gnarly hack since we're calling this legacy shader from DX9
int nTextureTransformConst = VERTEX_SHADER_SHADER_SPECIFIC_CONST_0; int nTextureTransformConst2 = VERTEX_SHADER_SHADER_SPECIFIC_CONST_2; nTextureTransformConst -= 10; nTextureTransformConst2 -= 10;
pShader->SetVertexShaderTextureTransform( nTextureTransformConst, info.m_nBaseTextureTransformVar ); pShader->SetVertexShaderTextureTransform( nTextureTransformConst2, info.m_nBaseTexture2TransformVar );
worldvertextransition_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } pShader->Draw(); }
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