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142 lines
4.9 KiB
142 lines
4.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "BaseVSShader.h"
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#include "lightmappedgeneric_vs11.inc"
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#include "lightmappedgeneric_decal.inc"
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#include "mathlib/bumpvects.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8 )
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BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8, "" )
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BEGIN_SHADER_PARAMS
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SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 )
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SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" )
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SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" )
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END_SHADER_PARAMS
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SHADER_INIT_PARAMS()
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{
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// FLASHLIGHTFIXME
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params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
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SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
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SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
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SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
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}
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SHADER_FALLBACK
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{
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if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) )
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{
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return "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6";
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}
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return 0;
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}
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SHADER_INIT
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{
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LoadTexture( FLASHLIGHTTEXTURE );
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LoadTexture( BASETEXTURE );
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LoadTexture( SELFILLUMTEXTURE );
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}
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void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
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{
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if( IsSnapshotting() )
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{
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
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int pTexCoords[3] = { 2, 2, 1 };
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
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lightmappedgeneric_decal_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" );
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FogToFogColor();
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}
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else
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{
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BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
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// Load the z^2 components of the lightmap coordinate axes only
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// This is (N dot basis)^2
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Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
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vecZValues *= vecZValues;
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Vector4D basis[3];
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basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
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basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
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basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
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pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
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pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
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SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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SetModulationPixelShaderDynamicState( 3 );
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lightmappedgeneric_decal_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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if( IsSnapshotting() )
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{
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SetInitialShadowState( );
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pShaderShadow->EnableDepthWrites( false );
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pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
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pShaderShadow->EnableBlending( true );
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pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
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lightmappedgeneric_vs11_Static_Index vshIndex;
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vshIndex.SetDETAIL( false );
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vshIndex.SetENVMAP( false );
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vshIndex.SetENVMAPCAMERASPACE( false );
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vshIndex.SetENVMAPSPHERE( false );
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vshIndex.SetVERTEXCOLOR( false );
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pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
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pShaderShadow->SetPixelShader( "DecalBaseTimesLightmapAlphaBlendSelfIllum2_ps11" );
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FogToFogColor();
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}
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else
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{
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BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );
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lightmappedgeneric_vs11_Dynamic_Index vshIndex;
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vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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}
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Draw();
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}
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SHADER_DRAW
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{
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if( UsingFlashlight( params ) )
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{
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DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
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FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
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}
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else
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{
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DrawDecal( params, pShaderAPI, pShaderShadow );
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}
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}
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END_SHADER
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