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//========= Copyright 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"
DEFINE_FALLBACK_SHADER( LightmappedGeneric, LightmappedGeneric_DX6 ) BEGIN_SHADER( LightmappedGeneric_DX6, "Help for LightmappedGeneric_DX6" )
BEGIN_SHADER_PARAMS SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" ) END_SHADER_PARAMS
SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
if( params[BASETEXTURE]->IsDefined() ) { if( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) { params[ENVMAP]->SetUndefined(); params[ENVMAPMASK]->SetUndefined(); } }
if( !params[ENVMAPMASKSCALE]->IsDefined() ) params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
if( !params[ENVMAPTINT]->IsDefined() ) params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[SELFILLUMTINT]->IsDefined() ) params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[DETAILSCALE]->IsDefined() ) params[DETAILSCALE]->SetFloatValue( 4.0f );
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() ) { CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); 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 ); }
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
// Get rid of the envmap if it's optional for this dx level.
if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() ) { params[ENVMAP]->SetUndefined(); }
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) { params[ENVMAP]->SetUndefined(); }
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT ); }
SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); if (params[BASETEXTURE]->IsDefined()) { LoadTexture( BASETEXTURE );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) { if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM)) CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); 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_SELFILLUM) || 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 { return 0; }
int GetDrawFlagsPass1(IMaterialVar** params) { int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) flags |= SHADER_DRAW_COLOR; if (params[BASETEXTURE]->IsTexture()) flags |= SHADER_DRAW_TEXCOORD1; return flags; }
void DrawLightmapOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
SetModulationShadowState(); SetDefaultBlendingShadowState( ); pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) ); DefaultFog(); } DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); SetModulationDynamicState(); } Draw(); }
void DrawBaseTimesLightmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { // Base times lightmap
SHADOW_STATE { // alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// Alpha blending
SetDefaultBlendingShadowState( BASETEXTURE, true );
// Independenly configure alpha and color
pShaderShadow->EnableAlphaPipe( true );
// color channel
// base
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// lightmap
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
pShaderShadow->EnableConstantColor( IsColorModulating() );
// alpha channel
pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); if ((! IsColorModulating()) && ( ! IsAlphaModulating())) pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) ); pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, false );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD1; if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) { if ( (! IsColorModulating()) && ( ! IsAlphaModulating())) flags |= SHADER_DRAW_COLOR; } if (params[BASETEXTURE]->IsTexture()) { flags |= SHADER_DRAW_TEXCOORD0; }
pShaderShadow->DrawFlags( flags ); DefaultFog(); } DYNAMIC_STATE { pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); SetModulationDynamicState(); } Draw();
SHADOW_STATE { pShaderShadow->EnableAlphaPipe( false ); } }
void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) { // Pass 1 : Base * lightmap or just lightmap
if ( params[BASETEXTURE]->IsTexture() ) { DrawBaseTimesLightmap( params, pShaderAPI, pShaderShadow ); FixedFunctionMultiplyByDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
// Draw the selfillum pass
if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) ) { FixedFunctionSelfIlluminationPass( SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT ); } } else { DrawLightmapOnly( params, pShaderAPI, pShaderShadow ); FixedFunctionMultiplyByDetailPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); }
// Pass 2 : Masked environment map
if (params[ENVMAP]->IsTexture()) { FixedFunctionAdditiveMaskedEnvmapPass( ENVMAP, ENVMAPMASK, BASETEXTURE, ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); } }
SHADER_DRAW { bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight ) { DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); } else { // Base * Lightmap + env
DrawMode1( params, pShaderAPI, pShaderShadow ); } } END_SHADER
//-----------------------------------------------------------------------------
// This allows us to use a block labelled 'Water_DX60' in the water materials
//-----------------------------------------------------------------------------
BEGIN_INHERITED_SHADER( Water_DX60, LightmappedGeneric_DX6, "Help for Water_DX60" ) END_INHERITED_SHADER
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