Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "bumpmappedenvmap.inc"
#include "lightmappedgeneric_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// FIXME: Need to make a dx9 version so that "CENTROID" works.
BEGIN_VS_SHADER( GooInGlass,
"Help for GooInGlass" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass", "Base texture", 0 )
SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_normal", "bump map" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bump texcoord transform" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_env", "envmap" )
SHADER_PARAM( GLASSENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_envglass", "Glass Envmap" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( GLASSENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( TRANSLUCENTGOO, SHADER_PARAM_TYPE_BOOL, "0", "whether or not goo is translucent" )
END_SHADER_PARAMS
SHADER_INIT
{
LoadBumpMap( BUMPMAP );
LoadTexture( BASETEXTURE );
LoadCubeMap( ENVMAP );
LoadCubeMap( GLASSENVMAP );
if( !params[ENVMAPTINT]->IsDefined() )
{
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[GLASSENVMAPTINT]->IsDefined() )
{
params[GLASSENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[TRANSLUCENTGOO]->IsDefined() )
{
params[TRANSLUCENTGOO]->SetIntValue( 0 );
}
}
SHADER_DRAW
{
// + MASKED BUMPED CUBEMAP * ENVMAPTINT
SHADOW_STATE
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
if( params[TRANSLUCENTGOO]->GetIntValue() )
{
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
}
// FIXME: Remove the normal (needed for tangent space gen)
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
VERTEX_TANGENT_T, 1, 0, 0 );
bumpmappedenvmap_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "BumpmappedEnvmap" );
FogToBlack();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BUMPMAP );
BindTexture( SHADER_SAMPLER3, ENVMAP );
float constantColor[4];
params[ENVMAPTINT]->GetVecValue( constantColor, 3 );
constantColor[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 );
// handle scrolling of bump texture
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM );
bumpmappedenvmap_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
// glass envmap
SHADOW_STATE
{
SetInitialShadowState( );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
pShaderShadow->EnableBlending( true );
pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
// FIXME: Remove the normal (needed for tangent space gen)
pShaderShadow->VertexShaderVertexFormat(
VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
VERTEX_TANGENT_T, 1, 0, 0 );
bumpmappedenvmap_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "BumpmappedEnvMap" );
FogToBlack();
}
DYNAMIC_STATE
{
// fixme: doesn't support camera space envmapping!!!!!!
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
BindTexture( SHADER_SAMPLER3, GLASSENVMAP );
float constantColor[4];
params[GLASSENVMAPTINT]->GetVecValue( constantColor, 3 );
constantColor[3] = 0.0f;
pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM );
bumpmappedenvmap_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
// BASE TEXTURE * LIGHTMAP
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
SetInitialShadowState( );
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->VertexShaderVertexFormat( VERTEX_POSITION, 2, 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( "LightmappedGeneric" );
FogToFogColor();
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
EnablePixelShaderOverbright( true, 0, true );
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
END_SHADER