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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "worldvertexalpha.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WorldVertexAlpha, WorldVertexAlpha_DX8 )
BEGIN_VS_SHADER( WorldVertexAlpha_DX8, "Help for WorldVertexAlpha_DX8" )
BEGIN_SHADER_PARAMS END_SHADER_PARAMS
SHADER_INIT_PARAMS() { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); } SHADER_INIT { // Load the base texture here!
LoadTexture( BASETEXTURE ); }
SHADER_DRAW { if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) ) { // NOTE: This is the DX8, Non-Hammer version.
SHADOW_STATE { // Base time lightmap (Need two texture stages)
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION; pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
worldvertexalpha_Static_Index vshIndex; pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "WorldVertexAlpha" ); FogToFogColor(); }
DYNAMIC_STATE { // Bind the base texture (Stage0) and lightmap (Stage1)
BindTexture( SHADER_SAMPLER0, BASETEXTURE ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); EnablePixelShaderOverbright( 0, true, true );
worldvertexalpha_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); }
Draw(); } else { // NOTE: This is the DX7, Hammer version.
// FIXME: Gary - you need to write a proper non-fixed function shader for this.
SHADOW_STATE { SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); // pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
// Use vertex color for Hammer because it puts the blending alpha in the vertices.
unsigned int colorFlag = 0; if( UsingEditor( params ) ) { colorFlag |= SHADER_DRAW_COLOR; }
pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); } DYNAMIC_STATE { BindTexture( SHADER_SAMPLER1, BASETEXTURE ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); }
Draw(); } } END_SHADER
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