Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
#include "BaseVSShader.h"
#include "lightmappedgeneric_vs11.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX8 )
BEGIN_VS_SHADER( WorldTwoTextureBlend_DX8,
"Help for WorldTwoTextureBlend_DX8" )
BEGIN_SHADER_PARAMS
SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
"If this is 1, then when detail alpha=0, no base texture is blended and when "
"detail alpha=1, you get detail*base*lightmap" )
END_SHADER_PARAMS
SHADER_FALLBACK
{
if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 )
return "WorldTwoTextureBlend_DX6";
return 0;
}
SHADER_INIT
{
LoadTexture( FLASHLIGHTTEXTURE );
if (params[BASETEXTURE]->IsDefined())
{
LoadTexture( BASETEXTURE );
}
if (params[DETAIL]->IsDefined())
{
LoadTexture( DETAIL );
}
}
SHADER_INIT_PARAMS()
{
// FLASHLIGHTFIXME
params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
if( !params[SELFILLUMTINT]->IsDefined() )
{
params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
}
if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
{
params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
}
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
}
const char *GetPixelShaderName( IMaterialVar** params, bool bHasBaseTexture, bool bHasDetailTexture )
{
bool bSelfIllum = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM);
if ( !bHasBaseTexture )
{
if ( !bHasDetailTexture )
return "LightmappedGeneric_NoTexture";
return "LightmappedGeneric_DetailNoTexture";
}
if ( !bHasDetailTexture )
{
if ( bSelfIllum )
return "LightmappedGeneric_SelfIlluminated";
return "LightmappedGeneric";
}
if ( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() )
{
if ( bSelfIllum )
return "WorldTwoTextureBlend_SelfIlluminated";
return "WorldTwoTextureBlend";
}
return "WorldTwoTextureBlend_DetailAlpha";
}
SHADER_DRAW
{
bool hasFlashlight = UsingFlashlight( params );
if( hasFlashlight )
{
DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
return;
}
bool bHasBaseTexture = params[BASETEXTURE]->IsTexture();
bool bHasDetailTexture = params[DETAIL]->IsTexture();
bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR );
SHADOW_STATE
{
if ( bHasBaseTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
}
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
if ( bHasDetailTexture )
{
pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
}
pShaderShadow->EnableBlending( false );
pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );
// Let the shaders do the fun stuff.
lightmappedgeneric_vs11_Static_Index vshIndex;
vshIndex.SetDETAIL( bHasDetailTexture );
vshIndex.SetENVMAP( false );
vshIndex.SetENVMAPCAMERASPACE( false );
vshIndex.SetENVMAPSPHERE( false );
vshIndex.SetVERTEXCOLOR( bHasVertexColor );
pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
const char *pPixelShaderName = GetPixelShaderName( params, bHasBaseTexture, bHasDetailTexture );
pShaderShadow->SetPixelShader( pPixelShaderName );
FogToFogColor();
}
DYNAMIC_STATE
{
if ( bHasBaseTexture )
{
BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
}
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
if ( bHasDetailTexture )
{
BindTexture( SHADER_SAMPLER2, DETAIL );
SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE );
}
SetModulationVertexShaderDynamicState();
// Dynamic vertex shader index.
lightmappedgeneric_vs11_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
EnablePixelShaderOverbright( 0, true, true );
SetPixelShaderConstant( 1, SELFILLUMTINT );
}
Draw();
}
END_SHADER