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 "convar.h"
#include "worldvertextransition_dx8_helper.h"
#include "lightmappedgeneric_dx9_helper.h"
static LightmappedGeneric_DX9_Vars_t s_info;
DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX9 )
BEGIN_VS_SHADER( WorldVertexTransition_DX9, "Help for WorldVertexTransition" )
BEGIN_SHADER_PARAMS
SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" )
SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" )
SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
// detail (multi-) texturing
SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" )
SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." )
SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" )
SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" )
SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" )
SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" )
SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" )
SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" )
SHADER_PARAM( BUMPMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "bump map" )
SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" )
SHADER_PARAM( BUMPTRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" )
SHADER_PARAM( BUMPMASK, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" )
SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" )
SHADER_PARAM( BASETEXTURENOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( BASETEXTURE2NOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" )
SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
"If this is 1, then when detail alpha=0, no base texture is blended and when "
"detail alpha=1, you get detail*base*lightmap" )
SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "light munging lookup texture" )
SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" )
SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" )
SHADER_PARAM( MASKEDBLENDING, SHADER_PARAM_TYPE_INTEGER, "0", "blend using texture with no vertex alpha. For using texture blending on non-displacements" )
SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" )
SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" )
END_SHADER_PARAMS
void SetupVars( WorldVertexTransitionEditor_DX8_Vars_t& info )
{
info.m_nBaseTextureVar = BASETEXTURE;
info.m_nBaseTextureFrameVar = FRAME;
info.m_nBaseTextureTransformVar = BASETEXTURETRANSFORM;
info.m_nBaseTexture2Var = BASETEXTURE2;
info.m_nBaseTexture2FrameVar = FRAME2;
info.m_nBaseTexture2TransformVar = BASETEXTURETRANSFORM; // FIXME!!!!
}
void SetupVars( LightmappedGeneric_DX9_Vars_t& info )
{
info.m_nBaseTexture = BASETEXTURE;
info.m_nBaseTextureFrame = FRAME;
info.m_nBaseTextureTransform = BASETEXTURETRANSFORM;
info.m_nAlbedo = ALBEDO;
info.m_nSelfIllumTint = SELFILLUMTINT;
info.m_nDetail = DETAIL;
info.m_nDetailFrame = DETAILFRAME;
info.m_nDetailScale = DETAILSCALE;
info.m_nDetailTextureCombineMode = DETAILBLENDMODE;
info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR;
info.m_nDetailTint = DETAILTINT;
info.m_nEnvmap = ENVMAP;
info.m_nEnvmapFrame = ENVMAPFRAME;
info.m_nEnvmapMask = ENVMAPMASK;
info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME;
info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM;
info.m_nEnvmapTint = ENVMAPTINT;
info.m_nBumpmap = BUMPMAP;
info.m_nBumpFrame = BUMPFRAME;
info.m_nBumpTransform = BUMPTRANSFORM;
info.m_nEnvmapContrast = ENVMAPCONTRAST;
info.m_nEnvmapSaturation = ENVMAPSATURATION;
info.m_nFresnelReflection = FRESNELREFLECTION;
info.m_nNoDiffuseBumpLighting = NODIFFUSEBUMPLIGHTING;
info.m_nBumpmap2 = BUMPMAP2;
info.m_nBumpFrame2 = BUMPFRAME2;
info.m_nBaseTexture2 = BASETEXTURE2;
info.m_nBaseTexture2Frame = FRAME2;
info.m_nBumpTransform2 = BUMPTRANSFORM2;
info.m_nBumpMask = BUMPMASK;
info.m_nBaseTextureNoEnvmap = BASETEXTURENOENVMAP;
info.m_nBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP;
info.m_nDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE;
info.m_nFlashlightTexture = FLASHLIGHTTEXTURE;
info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME;
info.m_nLightWarpTexture = LIGHTWARPTEXTURE;
info.m_nBlendModulateTexture = BLENDMODULATETEXTURE;
info.m_nBlendMaskTransform = BLENDMASKTRANSFORM;
info.m_nMaskedBlending = MASKEDBLENDING;
info.m_nSelfShadowedBumpFlag = SSBUMP;
info.m_nSeamlessMappingScale = SEAMLESS_SCALE;
info.m_nAlphaTestReference = -1;
}
SHADER_FALLBACK
{
if( g_pHardwareConfig->GetDXSupportLevel() < 90 )
return "WorldVertexTransition_DX8";
return 0;
}
SHADER_INIT_PARAMS()
{
SetupVars( s_info );
InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info );
}
SHADER_INIT
{
SetupVars( s_info );
InitLightmappedGeneric_DX9( this, params, s_info );
}
SHADER_DRAW
{
if ( UsingEditor( params ) )
{
WorldVertexTransitionEditor_DX8_Vars_t info;
SetupVars( info );
DrawWorldVertexTransitionEditor_DX8( this, params, pShaderAPI, pShaderShadow, info );
return;
}
DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info, pContextDataPtr );
}
END_SHADER