You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
175 lines
4.8 KiB
175 lines
4.8 KiB
//========= 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
|
|
|