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( ShatteredGlass, ShatteredGlass_DX7 )
BEGIN_SHADER( ShatteredGlass_DX7,
"Help for ShatteredGlass_DX7" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "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( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
SHADER_PARAM( LIGHTMAPTINT, SHADER_PARAM_TYPE_FLOAT, "1.0", "lightmap tint" )
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
if( !params[ENVMAPMASKSCALE]->IsDefined() )
{
params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
}
if( !params[DETAILSCALE]->IsDefined() )
{
params[DETAILSCALE]->SetFloatValue( 1.0f );
}
if( !params[LIGHTMAPTINT]->IsDefined() )
{
params[LIGHTMAPTINT]->SetFloatValue( 1.0f );
}
if( !params[ENVMAPTINT]->IsDefined() )
{
params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
// 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_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 );
}
// Don't alpha test if the alpha channel is used for other purposes
if (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 );
}
}
}
SHADER_FALLBACK
{
// The only thing we can't do here is masked env-mapped
if (g_pHardwareConfig->GetSamplerCount() < 2)
{
return "LightmappedTwoTexture_DX5";
}
return 0;
}
// Can't use the normal detail pass since we're modulating by the detail texture
// and because we're using the secondary texture coordinate
void DrawBaseTimesDetail( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
{
// 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 );
}
// independently configure alpha and color
pShaderShadow->EnableAlphaPipe( true );
// Here's the color states (NOTE: SHADER_DRAW_COLOR == use Vertex Color)
pShaderShadow->EnableConstantColor( IsColorModulating() );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Here's the alpha states
pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) );
pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) );
pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, detailIsTranslucent );
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SECONDARY_TEXCOORD1;
if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
flags |= SHADER_DRAW_COLOR;
pShaderShadow->DrawFlags( flags );
DefaultFog();
}
DYNAMIC_STATE
{
SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, DETAILSCALE );
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
BindTexture( SHADER_SAMPLER1, DETAIL );
SetModulationDynamicState();
}
Draw();
SHADOW_STATE
{
pShaderShadow->EnableAlphaPipe( false );
}
}
SHADER_DRAW
{
// Pass 1 : Base + env
DrawBaseTimesDetail( params, pShaderAPI, pShaderShadow );
// Pass 2 : * lightmap
FixedFunctionMultiplyByLightmapPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, params[LIGHTMAPTINT]->GetFloatValue() );
// Pass 3 : + env
bool envDefined = params[ENVMAP]->IsTexture();
if (envDefined)
{
FixedFunctionAdditiveMaskedEnvmapPass(
ENVMAP, BASETEXTURE, BASETEXTURE,
ENVMAPFRAME, FRAME, FRAME,
BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
}
}
END_SHADER