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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/lightmappedtwotexture.cpp | |
| download | archived-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.cpp | 186 |
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 |