//========= 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(); }