Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "BaseVSShader.h"
#include "lightmappedgeneric_vs11.inc"
#include "lightmappedgeneric_decal.inc"
#include "mathlib/bumpvects.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8 )
BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8, "" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 )
SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" )
SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
}
SHADER_FALLBACK
{
if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) )
{
return "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6";
}
return 0;
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
LoadTexture( BASETEXTURE );
LoadTexture( SELFILLUMTEXTURE );
}
void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
{
if( IsSnapshotting() )
{
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
int pTexCoords[3] = { 2, 2, 1 };
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
lightmappedgeneric_decal_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" );
FogToFogColor();
}
else
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
// Load the z^2 components of the lightmap coordinate axes only
// This is (N dot basis)^2
Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
vecZValues *= vecZValues;
Vector4D basis[3];
basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetModulationPixelShaderDynamicState( 3 );
lightmappedgeneric_decal_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
if( IsSnapshotting() )
{
SetInitialShadowState( );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 );
lightmappedgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( false );
vshIndex.SetENVMAP( false );
vshIndex.SetENVMAPCAMERASPACE( false );
vshIndex.SetENVMAPSPHERE( false );
vshIndex.SetVERTEXCOLOR( false );
pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "DecalBaseTimesLightmapAlphaBlendSelfIllum2_ps11" );
FogToFogColor();
}
else
{
BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
SHADER_DRAW
{
if( UsingFlashlight( params ) )
{
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
}
else
{
DrawDecal( params, pShaderAPI, pShaderShadow );
}
}
END_SHADER