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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/gooinglass.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/gooinglass.cpp')
-rw-r--r--materialsystem/stdshaders/gooinglass.cpp169
1 files changed, 169 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/gooinglass.cpp b/materialsystem/stdshaders/gooinglass.cpp
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+++ b/materialsystem/stdshaders/gooinglass.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "bumpmappedenvmap.inc"
+
+#include "lightmappedgeneric_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// FIXME: Need to make a dx9 version so that "CENTROID" works.
+
+BEGIN_VS_SHADER( GooInGlass,
+ "Help for GooInGlass" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass", "Base texture", 0 )
+ SHADER_PARAM_OVERRIDE( COLOR, SHADER_PARAM_TYPE_COLOR, "{255 255 255}", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM_OVERRIDE( ALPHA, SHADER_PARAM_TYPE_FLOAT, "1.0", "unused", SHADER_PARAM_NOT_EDITABLE )
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_normal", "bump map" )
+ SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bump texcoord transform" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_env", "envmap" )
+ SHADER_PARAM( GLASSENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/GooInGlass_envglass", "Glass Envmap" )
+ SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
+ SHADER_PARAM( GLASSENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
+ SHADER_PARAM( TRANSLUCENTGOO, SHADER_PARAM_TYPE_BOOL, "0", "whether or not goo is translucent" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ LoadBumpMap( BUMPMAP );
+ LoadTexture( BASETEXTURE );
+ LoadCubeMap( ENVMAP );
+ LoadCubeMap( GLASSENVMAP );
+ if( !params[ENVMAPTINT]->IsDefined() )
+ {
+ params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+ if( !params[GLASSENVMAPTINT]->IsDefined() )
+ {
+ params[GLASSENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+ }
+ if( !params[TRANSLUCENTGOO]->IsDefined() )
+ {
+ params[TRANSLUCENTGOO]->SetIntValue( 0 );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ // + MASKED BUMPED CUBEMAP * ENVMAPTINT
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ if( params[TRANSLUCENTGOO]->GetIntValue() )
+ {
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+ }
+ // FIXME: Remove the normal (needed for tangent space gen)
+ pShaderShadow->VertexShaderVertexFormat(
+ VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
+ VERTEX_TANGENT_T, 1, 0, 0 );
+
+ bumpmappedenvmap_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "BumpmappedEnvmap" );
+ FogToBlack();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BUMPMAP );
+ BindTexture( SHADER_SAMPLER3, ENVMAP );
+
+ float constantColor[4];
+ params[ENVMAPTINT]->GetVecValue( constantColor, 3 );
+ constantColor[3] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 );
+
+ // handle scrolling of bump texture
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM );
+
+ bumpmappedenvmap_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ // glass envmap
+ SHADOW_STATE
+ {
+ SetInitialShadowState( );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
+
+ // FIXME: Remove the normal (needed for tangent space gen)
+ pShaderShadow->VertexShaderVertexFormat(
+ VERTEX_POSITION | VERTEX_NORMAL | VERTEX_TANGENT_S |
+ VERTEX_TANGENT_T, 1, 0, 0 );
+
+ bumpmappedenvmap_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "BumpmappedEnvmap", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "BumpmappedEnvMap" );
+ FogToBlack();
+ }
+ DYNAMIC_STATE
+ {
+ // fixme: doesn't support camera space envmapping!!!!!!
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_NORMALMAP_FLAT );
+ BindTexture( SHADER_SAMPLER3, GLASSENVMAP );
+
+ float constantColor[4];
+ params[GLASSENVMAPTINT]->GetVecValue( constantColor, 3 );
+ constantColor[3] = 0.0f;
+ pShaderAPI->SetPixelShaderConstant( 0, constantColor, 1 );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BUMPTRANSFORM );
+ bumpmappedenvmap_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+
+ // BASE TEXTURE * LIGHTMAP
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ SetInitialShadowState( );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 );
+
+ lightmappedgeneric_vs11_Static_Index vshIndex;
+ vshIndex.SetDETAIL( false );
+ vshIndex.SetENVMAP( false );
+ vshIndex.SetENVMAPCAMERASPACE( false );
+ vshIndex.SetENVMAPSPHERE( false );
+ vshIndex.SetVERTEXCOLOR( false );
+ pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "LightmappedGeneric" );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ EnablePixelShaderOverbright( true, 0, true );
+
+ lightmappedgeneric_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+END_SHADER