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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/particlesphere_dx8.cpp
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diff --git a/materialsystem/stdshaders/particlesphere_dx8.cpp b/materialsystem/stdshaders/particlesphere_dx8.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: A wet version of base * lightmap
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "particlesphere_vs11.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( ParticleSphere, ParticleSphere_DX8 )
+
+BEGIN_VS_SHADER_FLAGS( ParticleSphere_DX8, "Help for BumpmappedEnvMap", SHADER_NOT_EDITABLE )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( USINGPIXELSHADER, SHADER_PARAM_TYPE_BOOL, "0", "Tells to client code whether the shader is using DX8 vertex/pixel shaders or not" )
+ SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bumpmap" )
+ SHADER_PARAM( LIGHTS, SHADER_PARAM_TYPE_FOURCC, "", "array of lights" )
+ SHADER_PARAM( LIGHT_POSITION, SHADER_PARAM_TYPE_VEC3, "0 0 0", "This is the directional light position." )
+ SHADER_PARAM( LIGHT_COLOR, SHADER_PARAM_TYPE_VEC3, "1 1 1", "This is the directional light color." )
+ END_SHADER_PARAMS
+
+ bool UsePixelShaders( IMaterialVar **params ) const
+ {
+ return (!params || params[BUMPMAP]->IsDefined()) && g_pHardwareConfig->SupportsVertexAndPixelShaders();
+ }
+
+ SHADER_INIT
+ {
+ // If this would return false, then we should have fallen back to the DX6 one.
+ Assert( UsePixelShaders( params ) );
+
+ params[USINGPIXELSHADER]->SetIntValue( true );
+ LoadBumpMap( BUMPMAP );
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() && !UsePixelShaders(params) )
+ {
+ return "UnlitGeneric_DX6";
+ }
+ return 0;
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ int tCoordDimensions[] = {2};
+ pShaderShadow->VertexShaderVertexFormat(
+ VERTEX_POSITION | VERTEX_COLOR, 1, tCoordDimensions, 0 );
+
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ pShaderShadow->EnableDepthWrites( false );
+
+ particlesphere_vs11_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "ParticleSphere_vs11", vshIndex.GetIndex() );
+
+ pShaderShadow->SetPixelShader( "ParticleSphere_ps11" );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BUMPMAP );
+
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[LIGHT_POSITION]->GetVecValue() );
+
+ // Separate the light color into something that has a max value of 1 and a scale
+ // so the vertex shader can determine if it's going to overflow the color and scale back
+ // if it needs to.
+ //
+ // (It does this by seeing if the intensity*1/distSqr is > 1. If so, then it scales it so
+ // it is equal to 1).
+ const float *f = params[LIGHT_COLOR]->GetVecValue();
+ Vector vLightColor( f[0], f[1], f[2] );
+ float flScale = max( vLightColor.x, max( vLightColor.y, vLightColor.z ) );
+ if ( flScale < 0.01f )
+ flScale = 0.01f;
+ float vScaleVec[3] = { flScale, flScale, flScale };
+ vLightColor /= flScale;
+
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, vLightColor.Base() );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, vScaleVec );
+
+ // Compute the vertex shader index.
+ particlesphere_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetFOGTYPE( s_pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ s_pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+END_SHADER