summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp')
-rw-r--r--materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp142
1 files changed, 142 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp b/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp
new file mode 100644
index 0000000..42e5ef7
--- /dev/null
+++ b/materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp
@@ -0,0 +1,142 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//===========================================================================//
+
+#include "BaseVSShader.h"
+#include "lightmappedgeneric_vs11.inc"
+#include "lightmappedgeneric_decal.inc"
+#include "mathlib/bumpvects.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8 )
+
+BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8, "" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 )
+ SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" )
+ SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+ SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE );
+ SET_FLAGS( MATERIAL_VAR_TRANSLUCENT );
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) )
+ {
+ return "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+ LoadTexture( BASETEXTURE );
+ LoadTexture( SELFILLUMTEXTURE );
+ }
+
+ void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow )
+ {
+ if( IsSnapshotting() )
+ {
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
+ 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->EnableTexture( SHADER_SAMPLER2, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER3, true );
+
+ int pTexCoords[3] = { 2, 2, 1 };
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 );
+
+ lightmappedgeneric_decal_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() );
+ pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" );
+ FogToFogColor();
+ }
+ else
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+
+ // Load the z^2 components of the lightmap coordinate axes only
+ // This is (N dot basis)^2
+ Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z );
+ vecZValues *= vecZValues;
+
+ Vector4D basis[3];
+ basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f );
+ basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f );
+ basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f );
+ pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 );
+
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED );
+ SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
+ SetModulationPixelShaderDynamicState( 3 );
+
+ lightmappedgeneric_decal_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+
+ if( IsSnapshotting() )
+ {
+ SetInitialShadowState( );
+ pShaderShadow->EnableDepthWrites( false );
+ pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 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( "DecalBaseTimesLightmapAlphaBlendSelfIllum2_ps11" );
+
+ FogToFogColor();
+ }
+ else
+ {
+ BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME );
+
+ lightmappedgeneric_vs11_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ if( UsingFlashlight( params ) )
+ {
+ DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
+ FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 );
+ }
+ else
+ {
+ DrawDecal( params, pShaderAPI, pShaderShadow );
+ }
+ }
+
+END_SHADER