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 "worldvertexalpha.inc"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
DEFINE_FALLBACK_SHADER( WorldVertexAlpha, WorldVertexAlpha_DX8 )
BEGIN_VS_SHADER( WorldVertexAlpha_DX8,
"Help for WorldVertexAlpha_DX8" )
BEGIN_SHADER_PARAMS
END_SHADER_PARAMS
SHADER_INIT_PARAMS()
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
}
SHADER_INIT
{
// Load the base texture here!
LoadTexture( BASETEXTURE );
}
SHADER_DRAW
{
if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) )
{
// NOTE: This is the DX8, Non-Hammer version.
SHADOW_STATE
{
// Base time lightmap (Need two texture stages)
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
int fmt = VERTEX_POSITION;
pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
worldvertexalpha_Static_Index vshIndex;
pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() );
pShaderShadow->SetPixelShader( "WorldVertexAlpha" );
FogToFogColor();
}
DYNAMIC_STATE
{
// Bind the base texture (Stage0) and lightmap (Stage1)
BindTexture( SHADER_SAMPLER0, BASETEXTURE );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
EnablePixelShaderOverbright( 0, true, true );
worldvertexalpha_Dynamic_Index vshIndex;
vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
}
Draw();
}
else
{
// NOTE: This is the DX7, Hammer version.
// FIXME: Gary - you need to write a proper non-fixed function shader for this.
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
pShaderShadow->EnableBlending( true );
// Looks backwards, but this is done so that lightmap alpha = 1 when only
// using 1 texture (needed for translucent displacements).
pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
// pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA );
// Use vertex color for Hammer because it puts the blending alpha in the vertices.
unsigned int colorFlag = 0;
if( UsingEditor( params ) )
{
colorFlag |= SHADER_DRAW_COLOR;
}
pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 |
SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
}
DYNAMIC_STATE
{
BindTexture( SHADER_SAMPLER1, BASETEXTURE );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
}
Draw();
}
}
END_SHADER