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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX6 )
BEGIN_SHADER( WorldTwoTextureBlend_DX6, "Help for WorldTwoTextureBlend" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 ) SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" ) SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" ) 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" ) END_SHADER_PARAMS
SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); LoadTexture( BASETEXTURE ); LoadTexture( DETAIL ); }
SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() ) params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); }
SHADER_DRAW { float detailScale = params[DETAILSCALE]->GetFloatValue();
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight ) { DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); return; }
// DX6 fallback mode.
if ( params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() ) { DetailAlphaMaskPass1( pShaderShadow, pShaderAPI, params, detailScale ); DetailAlphaMaskPass2( pShaderShadow, pShaderAPI, detailScale ); } else { // FIXME: add multitexture support!
NormalModePass1( pShaderShadow, pShaderAPI ); NormalModePass2( pShaderShadow, pShaderAPI, params, detailScale ); NormalModePass3( pShaderShadow, pShaderAPI, params, detailScale ); } }
// ------------------------------------------------------------------------------ //
// "Normal" mode - doesn't use the detail texture's alpha mask.
// ------------------------------------------------------------------------------ //
void NormalModePass1( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); } Draw(); }
void NormalModePass2( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, float detailScale ) { SHADOW_STATE { pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 ); FogToFogColor(); } DYNAMIC_STATE { if ( detailScale != 1.0f ) { pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 ); pShaderAPI->LoadIdentity(); pShaderAPI->ScaleXY( detailScale, detailScale ); } BindTexture( SHADER_SAMPLER0, DETAIL ); } Draw(); }
void NormalModePass3( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, float detailScale ) { SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); SingleTextureLightmapBlendMode(); pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); FogToOOOverbright(); } DYNAMIC_STATE { if ( detailScale != 1.0f ) pShaderAPI->LoadIdentity( ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); } Draw(); }
// ------------------------------------------------------------------------------ //
// "Detail alpha mask mode".
// ------------------------------------------------------------------------------ //
void DetailAlphaMaskPass1( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, IMaterialVar **params, float detailScale ) { // The equation is [B*Da + (1-Da)] * [D * L]
SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
pShaderShadow->EnableCustomPixelPipe( true ); pShaderShadow->CustomTextureStages( 2 );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); // Stage 0
// Color = B*2
// Note the 2x here.. we do 4x total in this shader and
// the first 2x is here. The second is in SingleTextureLightmapBlendMode in the 2nd pass.
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
// Stage 1 [where P = prev stage]
// Color = B*Da + (1-Da)
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA, SHADER_TEXARG_INVTEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE );
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 ); FogToFogColor(); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); BindTexture( SHADER_SAMPLER1, DETAIL );
pShaderAPI->Color4f( 1, 1, 1, 1 );
if ( detailScale != 1.0f ) { pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 ); pShaderAPI->LoadIdentity(); pShaderAPI->ScaleXY( detailScale, detailScale ); } } Draw(); }
void DetailAlphaMaskPass2( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, float detailScale ) { SHADOW_STATE { s_pShaderShadow->EnableCustomPixelPipe( true ); s_pShaderShadow->CustomTextureStages( 2 );
s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true);
// Make sure the texgen transform is applied to the texture coordinates and not to an auto-generated reflection vector or whatever.
s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_OBJECT_LINEAR );
// This turns on blending and does overbrighting if it's enabled.
SingleTextureLightmapBlendMode();
// Stage 0, color = D
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1, SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
// Stage 1, color = D*L
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1, SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE, SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE ); // Use the lightmap coordinates in both stages.
pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 ); FogToFogColor(); }
DYNAMIC_STATE { BindTexture( SHADER_SAMPLER0, DETAIL); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
if ( detailScale != 1.0f ) { pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 ); pShaderAPI->LoadIdentity(); pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 ); pShaderAPI->LoadIdentity(); pShaderAPI->ScaleXY( detailScale, detailScale ); } } Draw(); }
END_SHADER
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