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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A wet version of base * lightmap
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "particlesphere_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( ParticleSphere, ParticleSphere_DX8 )
BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX8, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE ) BEGIN_SHADER_PARAMS SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" ) SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" ) SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" ) SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." ) SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." ) END_SHADER_PARAMS
bool UsePixelShaders( IMaterialVar **params ) const { return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders(); }
SHADER_INIT { // If this would return false, then we should have fallen back to the DX6 one.
Assert( UsePixelShaders( params ) );
params[USINGPIXELSHADER]->SetIntValue( true ); LoadBumpMap( BUMPMAP ); }
SHADER_FALLBACK { if ( IsPC() && !UsePixelShaders(params) ) { return "UnlitGeneric_DX6"; } return 0; }
SHADER_DRAW { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); int tCoordDimensions[] = {2}; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 );
pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableDepthWrites( false ); particlesphere_vs11_Static_Index vshIndex; pShaderShadow->SetVertexShader( "ParticleSphere_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "ParticleSphere_ps11" ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BUMPMAP );
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() ); // Separate the light color into something that has a max value of 1 and a scale
// so the vertex shader can determine if it's going to overflow the color and scale back
// if it needs to.
//
// (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so
// it is equal to 1).
const float *f = params[LIGHT_COLOR]->GetVecValue(); Vector vLightColor( f[0], f[1], f[2] ); float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) ); if ( flScale < 0.01f ) flScale = 0.01f; float vScaleVec[3] = { flScale, flScale, flScale }; vLightColor /= flScale;
pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() ); pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec );
// Compute the vertex shader index.
particlesphere_vs11_Dynamic_Index vshIndex; vshIndex.SetFOGTYPE( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } END_SHADER
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