Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "shaderlib/cshader.h"
#include "worldvertextransition_dx6_helper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
void InitParamsWorldVertexTransition_DX6( IMaterialVar** params, WorldVertexTransition_DX6_Vars_t &info )
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
// FLASHLIGHTFIXME
params[info.m_nFlashlightTextureVar]->SetStringValue( "effects/flashlight001" );
}
void InitWorldVertexTransition_DX6( CBaseShader *pShader, IMaterialVar** params, WorldVertexTransition_DX6_Vars_t &info )
{
// FLASHLIGHTFIXME
if ( params[info.m_nFlashlightTextureVar]->IsDefined() )
{
pShader->LoadTexture( info.m_nFlashlightTextureVar );
}
if ( params[info.m_nBaseTextureVar]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTextureVar );
}
if ( params[info.m_nBaseTexture2Var]->IsDefined() )
{
pShader->LoadTexture( info.m_nBaseTexture2Var );
}
}
static void DrawFlashlightPass( CBaseShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, int nPass, WorldVertexTransition_DX6_Vars_t &info )
{
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT );
pShaderShadow->EnableDepthWrites( false );
pShaderShadow->EnableAlphaWrites( false );
pShaderShadow->SetDiffuseMaterialSource( SHADER_MATERIALSOURCE_COLOR1 );
if( nPass == 0 )
{
pShader->EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
}
else
{
pShader->EnableAlphaBlending( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_ONE );
}
int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_COLOR | SHADER_DRAW_NORMAL;
pShaderShadow->DrawFlags( flags );
pShader->FogToBlack();
pShaderShadow->EnableLighting( true );
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 2 );
// color stage 0
// projected texture * vertex color (lighting)
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_MODULATE,
SHADER_TEXARG_TEXTURE,
SHADER_TEXARG_VERTEXCOLOR );
// color stage 1
// * base texture
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_MODULATE,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
// alpha stage 0
// get alpha from constant alpha * vertex color
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA,
SHADER_TEXOP_MODULATE,
SHADER_TEXARG_CONSTANTCOLOR, SHADER_TEXARG_VERTEXCOLOR );
// alpha stage 1
// get alpha from $basetexture
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_ALPHA,
SHADER_TEXOP_MODULATE,
SHADER_TEXARG_TEXTURE, SHADER_TEXARG_PREVIOUSSTAGE );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
// Shove the view position into texcoord 0 before the texture matrix.
pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_EYE_LINEAR );
pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true );
}
DYNAMIC_STATE
{
pShader->SetFlashlightFixedFunctionTextureTransform( MATERIAL_TEXTURE0 );
// NOTE: This has to come after the loadmatrix since the loadmatrix screws with the
// transform flags!!!!!!
// Specify that we have XYZ texcoords that need to be divided by W before the pixel shader.
// NOTE Tried to divide XY by Z, but doesn't work.
pShaderAPI->SetTextureTransformDimension( SHADER_TEXTURE_STAGE0, 3, true );
pShader->BindTexture( SHADER_SAMPLER0, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
if( nPass == 0 )
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture2Var, -1 );
}
else
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTextureVar, info.m_nBaseTextureFrameVar );
}
}
pShader->Draw();
}
void DrawWorldVertexTransition_DX6( CBaseShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransition_DX6_Vars_t &info )
{
bool bHasFlashlight = pShader->UsingFlashlight( params );
if( bHasFlashlight )
{
DrawFlashlightPass( pShader, params, pShaderAPI, pShaderShadow, 0, info );
DrawFlashlightPass( pShader, params, pShaderAPI, pShaderShadow, 1, info );
return;
}
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->DrawFlags( SHADER_DRAW_COLOR | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
pShader->FogToFogColor();
}
DYNAMIC_STATE
{
//pShaderAPI->TexMinFilter( SHADER_TEXFILTERMODE_NEAREST );
//pShaderAPI->TexMagFilter( SHADER_TEXFILTERMODE_NEAREST );
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTextureVar );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
}
pShader->Draw();
SHADOW_STATE
{
SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
pShaderShadow->EnableBlending( true );
pShaderShadow->EnableCustomPixelPipe( true );
pShaderShadow->CustomTextureStages( 2 );
// alpha and color stage 0
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_ALPHA,
SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_TEXTURE,
SHADER_TEXARG_TEXTURE );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_SELECTARG1,
SHADER_TEXARG_TEXTURE,
SHADER_TEXARG_TEXTURE );
// alpha and color stage 1
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_ALPHA,
SHADER_TEXOP_MODULATE,
SHADER_TEXARG_TEXTURE,
SHADER_TEXARG_VERTEXCOLOR );
pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
SHADER_TEXCHANNEL_COLOR,
SHADER_TEXOP_MODULATE2X,
SHADER_TEXARG_PREVIOUSSTAGE,
SHADER_TEXARG_TEXTURE );
// 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->DrawFlags( SHADER_DRAW_COLOR | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
pShader->FogToFogColor();
}
DYNAMIC_STATE
{
pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture2Var );
pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
}
pShader->Draw();
}