summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/lightmappedtwotexture.cpp
diff options
context:
space:
mode:
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/lightmappedtwotexture.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/lightmappedtwotexture.cpp')
-rw-r--r--materialsystem/stdshaders/lightmappedtwotexture.cpp186
1 files changed, 186 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/lightmappedtwotexture.cpp b/materialsystem/stdshaders/lightmappedtwotexture.cpp
new file mode 100644
index 0000000..dbafede
--- /dev/null
+++ b/materialsystem/stdshaders/lightmappedtwotexture.cpp
@@ -0,0 +1,186 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Lightmap only shader
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// FIXME!! Need to make dx9 version so that "CENTROID" flags can be added!
+BEGIN_SHADER( LightmappedTwoTexture,
+ "Help for LightmappedTwoTexture" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" )
+ SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "detail scale" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+ SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "Frame for animated envmap" )
+ SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
+ SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
+ SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
+ SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ if( !params[ENVMAPMASKSCALE]->IsDefined() )
+ params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
+
+ if( !params[DETAILSCALE]->IsDefined() )
+ params[DETAILSCALE]->SetFloatValue( 1.0f );
+
+ if( !params[ENVMAPTINT]->IsDefined() )
+ params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+
+ // No texture means no self-illum or env mask in base alpha
+ if ( !params[BASETEXTURE]->IsDefined() )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+
+ // If in decal mode, no debug override...
+ if (IS_FLAG_SET(MATERIAL_VAR_DECAL))
+ {
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ }
+ }
+
+ SHADER_INIT
+ {
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+
+ if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
+ {
+ if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK))
+ CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK );
+ }
+ }
+
+ if (params[DETAIL]->IsDefined())
+ {
+ LoadTexture( DETAIL );
+ }
+
+ // Don't alpha test if the alpha channel is used for other purposes
+ if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) )
+ CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST );
+
+ if (params[ENVMAP]->IsDefined())
+ {
+ if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) )
+ LoadCubeMap( ENVMAP );
+ else
+ LoadTexture( ENVMAP );
+
+ if( !g_pHardwareConfig->SupportsCubeMaps() )
+ {
+ SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE );
+ }
+
+ if (params[ENVMAPMASK]->IsDefined())
+ LoadTexture( ENVMAPMASK );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ // The only thing we can't do here is masked env-mapped
+ if (g_pHardwareConfig->GetSamplerCount() < 2)
+ {
+ return "LightmappedTwoTexture_DX5";
+ }
+ return 0;
+ }
+
+ /*
+ // FIXME: I didn't remove this because it's modulating against the detail alpha!
+ // This seems very strange and isn't what FixedFunctionBaseTimesDetailPass does.
+ // Should it!?!? If so, I want to move this to the FixedFunctionBaseTimesDetailPass.
+
+ void DrawBaseTimesDetail( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ // Base
+ SHADOW_STATE
+ {
+ // alpha test
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
+
+ // Alpha blending, enable alpha blending if the detail texture is translucent
+ bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false );
+ if ( detailIsTranslucent )
+ {
+ if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) )
+ EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE );
+ else
+ EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ }
+ else
+ {
+ SetDefaultBlendingShadowState( BASETEXTURE, true );
+ }
+
+ // independently configure alpha and color
+ pShaderShadow->EnableAlphaPipe( true );
+
+ // Here's the color states (NOTE: SHADER_DRAW_COLOR == use Vertex Color)
+ pShaderShadow->EnableConstantColor( IsColorModulating() );
+ pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE0, true );
+ pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, true );
+
+ // Here's the alpha states
+ pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
+ pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) );
+ pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) );
+ pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, detailIsTranslucent );
+
+ int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SECONDARY_TEXCOORD1;
+ if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
+ flags |= SHADER_DRAW_COLOR;
+ pShaderShadow->DrawFlags( flags );
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
+ SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, DETAILSCALE );
+ BindTexture( SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME );
+ BindTexture( SHADER_TEXTURE_STAGE1, DETAIL );
+ SetModulationDynamicState();
+ }
+ Draw();
+
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableAlphaPipe( false );
+ }
+ }
+ */
+
+ SHADER_DRAW
+ {
+ // Pass 1 : Base + detail
+ FixedFunctionBaseTimesDetailPass(
+ BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
+
+ // Pass 2 : * lightmap
+ FixedFunctionMultiplyByLightmapPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM );
+
+ // Pass 3 : + env
+ bool envDefined = params[ENVMAP]->IsTexture();
+ if (envDefined)
+ {
+ FixedFunctionAdditiveMaskedEnvmapPass(
+ ENVMAP, ENVMAPMASK, BASETEXTURE,
+ ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
+ BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
+ }
+ }
+END_SHADER