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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/worldtwotextureblend_dx8.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/stdshaders/worldtwotextureblend_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/worldtwotextureblend_dx8.cpp | 175 |
1 files changed, 175 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/worldtwotextureblend_dx8.cpp b/materialsystem/stdshaders/worldtwotextureblend_dx8.cpp new file mode 100644 index 0000000..a58d9df --- /dev/null +++ b/materialsystem/stdshaders/worldtwotextureblend_dx8.cpp @@ -0,0 +1,175 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "lightmappedgeneric_vs11.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX8 ) + +BEGIN_VS_SHADER( WorldTwoTextureBlend_DX8, + "Help for WorldTwoTextureBlend_DX8" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 ) + SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) + SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" ) + SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" ) + SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", + "If this is 1, then when detail alpha=0, no base texture is blended and when " + "detail alpha=1, you get detail*base*lightmap" ) + END_SHADER_PARAMS + + SHADER_FALLBACK + { + if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) + return "WorldTwoTextureBlend_DX6"; + + return 0; + } + SHADER_INIT + { + LoadTexture( FLASHLIGHTTEXTURE ); + if (params[BASETEXTURE]->IsDefined()) + { + LoadTexture( BASETEXTURE ); + } + + if (params[DETAIL]->IsDefined()) + { + LoadTexture( DETAIL ); + } + } + + SHADER_INIT_PARAMS() + { + // FLASHLIGHTFIXME + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); + + if( !params[SELFILLUMTINT]->IsDefined() ) + { + params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + + if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() ) + { + params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 ); + } + + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); + } + + const char *GetPixelShaderName( IMaterialVar** params, bool bHasBaseTexture, bool bHasDetailTexture ) + { + bool bSelfIllum = IS_FLAG_SET(MATERIAL_VAR_SELFILLUM); + if ( !bHasBaseTexture ) + { + if ( !bHasDetailTexture ) + return "LightmappedGeneric_NoTexture"; + + return "LightmappedGeneric_DetailNoTexture"; + } + + if ( !bHasDetailTexture ) + { + if ( bSelfIllum ) + return "LightmappedGeneric_SelfIlluminated"; + + return "LightmappedGeneric"; + } + + if ( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() ) + { + if ( bSelfIllum ) + return "WorldTwoTextureBlend_SelfIlluminated"; + + return "WorldTwoTextureBlend"; + } + + return "WorldTwoTextureBlend_DetailAlpha"; + } + + + SHADER_DRAW + { + bool hasFlashlight = UsingFlashlight( params ); + if( hasFlashlight ) + { + DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1, + FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 ); + return; + } + + bool bHasBaseTexture = params[BASETEXTURE]->IsTexture(); + bool bHasDetailTexture = params[DETAIL]->IsTexture(); + bool bHasVertexColor = IS_FLAG_SET( MATERIAL_VAR_VERTEXCOLOR ); + + SHADOW_STATE + { + if ( bHasBaseTexture ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + } + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + if ( bHasDetailTexture ) + { + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + } + pShaderShadow->EnableBlending( false ); + + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 2, 0, 0 ); + + // Let the shaders do the fun stuff. + lightmappedgeneric_vs11_Static_Index vshIndex; + vshIndex.SetDETAIL( bHasDetailTexture ); + vshIndex.SetENVMAP( false ); + vshIndex.SetENVMAPCAMERASPACE( false ); + vshIndex.SetENVMAPSPHERE( false ); + vshIndex.SetVERTEXCOLOR( bHasVertexColor ); + pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); + + const char *pPixelShaderName = GetPixelShaderName( params, bHasBaseTexture, bHasDetailTexture ); + pShaderShadow->SetPixelShader( pPixelShaderName ); + + FogToFogColor(); + } + DYNAMIC_STATE + { + if ( bHasBaseTexture ) + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); + } + + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); + + if ( bHasDetailTexture ) + { + BindTexture( SHADER_SAMPLER2, DETAIL ); + SetVertexShaderTextureScaledTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, BASETEXTURETRANSFORM, DETAILSCALE ); + } + + SetModulationVertexShaderDynamicState(); + + // Dynamic vertex shader index. + lightmappedgeneric_vs11_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + + EnablePixelShaderOverbright( 0, true, true ); + SetPixelShaderConstant( 1, SELFILLUMTINT ); + } + Draw(); + } + +END_SHADER + |