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