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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/CShader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// FIXME!! Need to make dx9 version so that "CENTROID" flags can be added!
BEGIN_SHADER( LightmappedTwoTexture, "Help for LightmappedTwoTexture" )
BEGIN_SHADER_PARAMS SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "detail scale" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "Frame for animated envmap" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" ) SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); if( !params[ENVMAPMASKSCALE]->IsDefined() ) params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
if( !params[DETAILSCALE]->IsDefined() ) params[DETAILSCALE]->SetFloatValue( 1.0f );
if( !params[ENVMAPTINT]->IsDefined() ) params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
// 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_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 ); }
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); if (params[ENVMAP]->IsDefined()) { if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) LoadCubeMap( ENVMAP ); else LoadTexture( ENVMAP );
if( !g_pHardwareConfig->SupportsCubeMaps() ) { SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); }
if (params[ENVMAPMASK]->IsDefined()) LoadTexture( ENVMAPMASK ); } }
SHADER_FALLBACK { // The only thing we can't do here is masked env-mapped
if (g_pHardwareConfig->GetSamplerCount() < 2) { return "LightmappedTwoTexture_DX5"; } return 0; }
/*
// FIXME: I didn't remove this because it's modulating against the detail alpha!
// This seems very strange and isn't what FixedFunctionBaseTimesDetailPass does.
// Should it!?!? If so, I want to move this to the FixedFunctionBaseTimesDetailPass.
void DrawBaseTimesDetail( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { // 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 ); }
// independently configure alpha and color
pShaderShadow->EnableAlphaPipe( true );
// Here's the color states (NOTE: SHADER_DRAW_COLOR == use Vertex Color)
pShaderShadow->EnableConstantColor( IsColorModulating() ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true ); pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
// Here's the alpha states
pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) ); pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, detailIsTranslucent );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SECONDARY_TEXCOORD1; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) flags |= SHADER_DRAW_COLOR; pShaderShadow->DrawFlags( flags ); DefaultFog(); } DYNAMIC_STATE { SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, DETAILSCALE ); BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); BindTexture( SHADER_TEXTURE_STAGE1, DETAIL ); SetModulationDynamicState(); } Draw();
SHADOW_STATE { pShaderShadow->EnableAlphaPipe( false ); } } */
SHADER_DRAW { // Pass 1 : Base + detail
FixedFunctionBaseTimesDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
// Pass 2 : * lightmap
FixedFunctionMultiplyByLightmapPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM );
// Pass 3 : + env
bool envDefined = params[ENVMAP]->IsTexture(); if (envDefined) { FixedFunctionAdditiveMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE, ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); } } END_SHADER
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