Counter Strike : Global Offensive Source Code
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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