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 "BaseVSShader.h"
#include "shatteredglass.inc"
#include "shatteredglass_envmap.inc"
#include "shatteredglass_envmapsphere.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
BEGIN_VS_SHADER( ShatteredGlass_DX8,
"Help for ShatteredGlass_DX8" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" )
SHADER_PARAM( DETAILTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "detail scale" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if( !params[ENVMAPTINT]->IsDefined() )
{
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[UNLITFACTOR]->IsDefined() )
{
params[UNLITFACTOR]->SetFloatValue( 0.3f );
}
// No texture means no self-illum or env mask in base alpha
if ( !params[BASETEXTURE]->IsDefined() )
{
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 );
}
}
SHADER_FALLBACK
{
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
{
return "ShatteredGlass_DX7";
}
return 0;
}
SHADER_INIT
{
if ( params[BASETEXTURE]->IsDefined() )
{
LoadTexture( BASETEXTURE );
if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() )
{
if ( IS_FLAG_SET( MATERIAL_VAR_BASEALPHAENVMAPMASK ) )
{
CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
}
}
}
if ( params[DETAIL]->IsDefined() )
{
LoadTexture( DETAIL );
}
if ( params[ENVMAP]->IsDefined())
{
LoadCubeMap( ENVMAP );
}
}
SHADER_DRAW
{
bool bHasEnvmap = params[ENVMAP]->IsTexture();
bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR);
// Base
SHADOW_STATE
{
// alpha test
pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
// Alpha blending, enable alpha blending if the detail texture is translucent
bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false );
if ( detailIsTranslucent )
{
if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
else
EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
}
else
{
SetDefaultBlendingShadowState( BASETEXTURE, true );
}
// Base texture and envmapmask
unsigned int flags = VERTEX_POSITION;
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
// Lightmap
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Detail texture
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
// Envmap
if ( bHasEnvmap )
{
flags |= VERTEX_NORMAL;
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
}
if ( bHasVertexColor )
{
flags |= VERTEX_COLOR;
}
pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 );
Assert( !bHasVertexColor );
if ( !bHasEnvmap )
{
shatteredglass_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "shatteredglass", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "shatteredglass" );
}
else
{
if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
{
shatteredglass_envmap_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "shatteredglass_envmap", vshIndex.GetIndex() );
}
else
{
shatteredglass_envmapsphere_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "shatteredglass_envmapsphere", vshIndex.GetIndex() );
}
pShaderShadow->SetPixelShader( "shatteredglass_envmap" );
}
DefaultFog();
}
DYNAMIC_STATE
{
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILTRANSFORM );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
BindTexture( SHADER_SAMPLER3, DETAIL );
if( !bHasEnvmap )
{
shatteredglass_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
else
{
BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME );
if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
{
shatteredglass_envmap_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
else
{
shatteredglass_envmapsphere_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
}
if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE))
{
LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL );
}
SetModulationVertexShaderDynamicState();
EnablePixelShaderOverbright( 0, true, true );
SetPixelShaderConstant( 2, ENVMAPTINT );
// Blend between lightmap + unlit based on the unlit factor to make it look better
float flUnlitFactor[4];
flUnlitFactor[0] = flUnlitFactor[1] = flUnlitFactor[2] = flUnlitFactor[3] = params[UNLITFACTOR]->GetFloatValue();
pShaderAPI->SetPixelShaderConstant( 3, flUnlitFactor, 1 );
}
Draw();
}
END_SHADER