diff options
Diffstat (limited to 'materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/DecalBaseTimesLightmapAlphaBlendSelfIllum_dx8.cpp | 142 |
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 |