diff options
Diffstat (limited to 'materialsystem/stdshaders/TreeLeaf.cpp')
| -rw-r--r-- | materialsystem/stdshaders/TreeLeaf.cpp | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/TreeLeaf.cpp b/materialsystem/stdshaders/TreeLeaf.cpp new file mode 100644 index 0000000..5f87f1b --- /dev/null +++ b/materialsystem/stdshaders/TreeLeaf.cpp @@ -0,0 +1,102 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "treeleaf_ps20.inc" +#include "treeleaf_ps20b.inc" +#include "treeleaf_vs20.inc" + +BEGIN_VS_SHADER_FLAGS( TreeLeaf, "Help for TreeLeaf", SHADER_NOT_EDITABLE ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( LEAFCENTER, SHADER_PARAM_TYPE_VEC3, "[0 0 0]", "Center of leaf cluster for lighting" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + } + + SHADER_FALLBACK + { + if ( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + return "Wireframe"; + } + return 0; + } + + SHADER_INIT + { + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT ); + + if ( params[BASETEXTURE]->IsDefined() ) + { + LoadTexture( BASETEXTURE ); + } + } + + SHADER_DRAW + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + pShaderShadow->EnableAlphaTest( true ); + pShaderShadow->AlphaFunc( SHADER_ALPHAFUNC_GREATER, 0.5f ); + + unsigned int flags = VERTEX_POSITION | VERTEX_NORMAL; + int numTexCoords = 1; + pShaderShadow->VertexShaderVertexFormat( flags, numTexCoords, 0, 0 ); + + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_STATIC_VERTEX_SHADER( treeleaf_vs20 ); + SET_STATIC_VERTEX_SHADER_COMBO( HALFLAMBERT, true ); + SET_STATIC_VERTEX_SHADER_COMBO( USE_STATIC_CONTROL_FLOW, bUseStaticControlFlow ); + SET_STATIC_VERTEX_SHADER( treeleaf_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20b ); + SET_STATIC_PIXEL_SHADER( treeleaf_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( treeleaf_ps20 ); + SET_STATIC_PIXEL_SHADER( treeleaf_ps20 ); + } + + // we are writing linear values from this shader. + // This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below. + // The COLOR really decides if we are gamma or linear. + pShaderShadow->EnableSRGBWrite( false ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + // We need the view matrix + LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); + + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, params[ LEAFCENTER ]->GetVecValue() ); + + LightState_t lightState; + pShaderAPI->GetDX9LightState( &lightState ); + + bool bUseStaticControlFlow = g_pHardwareConfig->SupportsStaticControlFlow(); + + DECLARE_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, lightState.HasDynamicLight() ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, lightState.m_bStaticLightVertex ? 1 : 0 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( NUM_LIGHTS, bUseStaticControlFlow ? 0 : lightState.m_nNumLights ); + SET_DYNAMIC_VERTEX_SHADER( treeleaf_vs20 ); + } + Draw( ); + } +END_SHADER |