Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Lightmap only shader
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "shaderlib/cshader.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( LightmappedGeneric, LightmappedGeneric_DX6 )
BEGIN_SHADER( LightmappedGeneric_DX6,
"Help for LightmappedGeneric_DX6" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
if( params[BASETEXTURE]->IsDefined() )
{
if( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) )
{
params[ENVMAP]->SetUndefined();
params[ENVMAPMASK]->SetUndefined();
}
}
if( !params[ENVMAPMASKSCALE]->IsDefined() )
params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
if( !params[ENVMAPTINT]->IsDefined() )
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[SELFILLUMTINT]->IsDefined() )
params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
if( !params[DETAILSCALE]->IsDefined() )
params[DETAILSCALE]->SetFloatValue( 4.0f );
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() )
{
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
// If in decal mode, no debug override...
if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
{
SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
// Get rid of the envmap if it's optional for this dx level.
if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() )
{
params[ENVMAP]->SetUndefined();
}
// If mat_specular 0, then get rid of envmap
if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
{
params[ENVMAP]->SetUndefined();
}
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT );
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
{
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
if (params[DETAIL]->IsDefined())
{
LoadTexture( DETAIL );
}
// Don't alpha test if the alpha channel is used for other purposes
if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) || IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
if (params[ENVMAP]->IsDefined())
{
if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
{
LoadCubeMap( ENVMAP );
}
else
{
LoadTexture( ENVMAP );
}
if( !g_pHardwareConfig->SupportsCubeMaps() )
{
SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
}
if (params[ENVMAPMASK]->IsDefined())
{
LoadTexture( ENVMAPMASK );
}
}
}
SHADER_FALLBACK
{
return 0;
}
int GetDrawFlagsPass1(IMaterialVar** params)
{
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0;
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
flags |= SHADER_DRAW_COLOR;
if (params[BASETEXTURE]->IsTexture())
flags |= SHADER_DRAW_TEXCOORD1;
return flags;
}
void DrawLightmapOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
SetModulationShadowState();
SetDefaultBlendingShadowState( );
pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) );
DefaultFog();
}
DYNAMIC_STATE
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
SetModulationDynamicState();
}
Draw();
}
void DrawBaseTimesLightmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
// Base times lightmap
SHADOW_STATE
{
// alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// Alpha blending
SetDefaultBlendingShadowState( BASETEXTURE, true );
// Independenly configure alpha and color
pShaderShadow->EnableAlphaPipe( true );
// color channel
// base
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// lightmap
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
pShaderShadow->EnableConstantColor( IsColorModulating() );
// alpha channel
pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
if ((! IsColorModulating()) && ( ! IsAlphaModulating()))
pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) );
pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) );
pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, false );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD1;
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
{
if ( (! IsColorModulating()) && ( ! IsAlphaModulating()))
flags |= SHADER_DRAW_COLOR;
}
if (params[BASETEXTURE]->IsTexture())
{
flags |= SHADER_DRAW_TEXCOORD0;
}
pShaderShadow->DrawFlags( flags );
DefaultFog();
}
DYNAMIC_STATE
{
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
SetModulationDynamicState();
}
Draw();
SHADOW_STATE
{
pShaderShadow->EnableAlphaPipe( false );
}
}
void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
// Pass 1 : Base * lightmap or just lightmap
if ( params[BASETEXTURE]->IsTexture() )
{
DrawBaseTimesLightmap( params, pShaderAPI, pShaderShadow );
FixedFunctionMultiplyByDetailPass(
BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
// Draw the selfillum pass
if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
{
FixedFunctionSelfIlluminationPass(
SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
}
}
else
{
DrawLightmapOnly( params, pShaderAPI, pShaderShadow );
FixedFunctionMultiplyByDetailPass(
BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
}
// Pass 2 : Masked environment map
if (params[ENVMAP]->IsTexture())
{
FixedFunctionAdditiveMaskedEnvmapPass(
ENVMAP, ENVMAPMASK, BASETEXTURE,
ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
}
}
SHADER_DRAW
{
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight )
{
DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
}
else
{
// Base * Lightmap + env
DrawMode1( params, pShaderAPI, pShaderShadow );
}
}
END_SHADER
//-----------------------------------------------------------------------------
// This allows us to use a block labelled 'Water_DX60' in the water materials
//-----------------------------------------------------------------------------
BEGIN_INHERITED_SHADER( Water_DX60, LightmappedGeneric_DX6, "Help for Water_DX60" )
END_INHERITED_SHADER