//========= 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