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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "convar.h"
#include "lightmappedgeneric_dx9_helper.h"
static LightmappedGeneric_DX9_Vars_t s_info;
BEGIN_VS_SHADER( LightmappedGeneric, "Help for LightmappedGeneric" )
BEGIN_SHADER_PARAMS SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) 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( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
SHADER_PARAM( ALPHA2, SHADER_PARAM_TYPE_FLOAT, "1", "" )
// detail (multi-) texturing
SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" ) SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." ) SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" ) SHADER_PARAM( BUMPMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "bump map" ) SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) SHADER_PARAM( BUMPTRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) SHADER_PARAM( BUMPMASK, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "bump map" ) SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/lightmappedtexture", "Blended texture" ) SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) SHADER_PARAM( BASETEXTURENOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) SHADER_PARAM( BASETEXTURE2NOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", "If this is 1, then when detail alpha=0, no base texture is blended and when " "detail alpha=1, you get detail*base*lightmap" ) SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "light munging lookup texture" ) SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" ) SHADER_PARAM( MASKEDBLENDING, SHADER_PARAM_TYPE_INTEGER, "0", "blend using texture with no vertex alpha. For using texture blending on non-displacements" ) SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" ) SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" ) SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" ) SHADER_PARAM( ALPHATESTREFERENCE, SHADER_PARAM_TYPE_FLOAT, "0.0", "" )
SHADER_PARAM( SOFTEDGES, SHADER_PARAM_TYPE_BOOL, "0", "Enable soft edges to distance coded textures.") SHADER_PARAM( EDGESOFTNESSSTART, SHADER_PARAM_TYPE_FLOAT, "0.6", "Start value for soft edges for distancealpha."); SHADER_PARAM( EDGESOFTNESSEND, SHADER_PARAM_TYPE_FLOAT, "0.5", "End value for soft edges for distancealpha.");
SHADER_PARAM( OUTLINE, SHADER_PARAM_TYPE_BOOL, "0", "Enable outline for distance coded textures.") SHADER_PARAM( OUTLINECOLOR, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "color of outline for distance coded images." ) SHADER_PARAM( OUTLINEALPHA, SHADER_PARAM_TYPE_FLOAT, "0.0", "alpha value for outline") SHADER_PARAM( OUTLINESTART0, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer start value for outline") SHADER_PARAM( OUTLINESTART1, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner start value for outline") SHADER_PARAM( OUTLINEEND0, SHADER_PARAM_TYPE_FLOAT, "0.0", "inner end value for outline") SHADER_PARAM( OUTLINEEND1, SHADER_PARAM_TYPE_FLOAT, "0.0", "outer end value for outline") END_SHADER_PARAMS
void SetupVars( LightmappedGeneric_DX9_Vars_t& info ) { info.m_nBaseTexture = BASETEXTURE; info.m_nBaseTextureFrame = FRAME; info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; info.m_nAlbedo = ALBEDO; info.m_nSelfIllumTint = SELFILLUMTINT;
info.m_nAlpha2 = ALPHA2;
info.m_nDetail = DETAIL; info.m_nDetailFrame = DETAILFRAME; info.m_nDetailScale = DETAILSCALE; info.m_nDetailTextureCombineMode = DETAILBLENDMODE; info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR; info.m_nDetailTint = DETAILTINT;
info.m_nEnvmap = ENVMAP; info.m_nEnvmapFrame = ENVMAPFRAME; info.m_nEnvmapMask = ENVMAPMASK; info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME; info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM; info.m_nEnvmapTint = ENVMAPTINT; info.m_nBumpmap = BUMPMAP; info.m_nBumpFrame = BUMPFRAME; info.m_nBumpTransform = BUMPTRANSFORM; info.m_nEnvmapContrast = ENVMAPCONTRAST; info.m_nEnvmapSaturation = ENVMAPSATURATION; info.m_nFresnelReflection = FRESNELREFLECTION; info.m_nNoDiffuseBumpLighting = NODIFFUSEBUMPLIGHTING; info.m_nBumpmap2 = BUMPMAP2; info.m_nBumpFrame2 = BUMPFRAME2; info.m_nBumpTransform2 = BUMPTRANSFORM2; info.m_nBumpMask = BUMPMASK; info.m_nBaseTexture2 = BASETEXTURE2; info.m_nBaseTexture2Frame = FRAME2; info.m_nBaseTextureNoEnvmap = BASETEXTURENOENVMAP; info.m_nBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP; info.m_nDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE; info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; info.m_nLightWarpTexture = LIGHTWARPTEXTURE; info.m_nBlendModulateTexture = BLENDMODULATETEXTURE; info.m_nMaskedBlending = MASKEDBLENDING; info.m_nBlendMaskTransform = BLENDMASKTRANSFORM; info.m_nSelfShadowedBumpFlag = SSBUMP; info.m_nSeamlessMappingScale = SEAMLESS_SCALE; info.m_nAlphaTestReference = ALPHATESTREFERENCE;
info.m_nSoftEdges = SOFTEDGES; info.m_nEdgeSoftnessStart = EDGESOFTNESSSTART; info.m_nEdgeSoftnessEnd = EDGESOFTNESSEND; info.m_nOutline = OUTLINE; info.m_nOutlineColor = OUTLINECOLOR; info.m_nOutlineAlpha = OUTLINEALPHA; info.m_nOutlineStart0 = OUTLINESTART0; info.m_nOutlineStart1 = OUTLINESTART1; info.m_nOutlineEnd0 = OUTLINEEND0; info.m_nOutlineEnd1 = OUTLINEEND1; }
SHADER_FALLBACK { if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) return "LightmappedGeneric_DX8";
return 0; }
// Set up anything that is necessary to make decisions in SHADER_FALLBACK.
SHADER_INIT_PARAMS() { SetupVars( s_info ); InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info ); }
SHADER_INIT { SetupVars( s_info ); InitLightmappedGeneric_DX9( this, params, s_info ); }
SHADER_DRAW { DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info, pContextDataPtr ); } END_SHADER
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