diff options
Diffstat (limited to 'materialsystem/stdshaders/shatteredglass_dx7.cpp')
| -rw-r--r-- | materialsystem/stdshaders/shatteredglass_dx7.cpp | 194 |
1 files changed, 194 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shatteredglass_dx7.cpp b/materialsystem/stdshaders/shatteredglass_dx7.cpp new file mode 100644 index 0000000..5199ccd --- /dev/null +++ b/materialsystem/stdshaders/shatteredglass_dx7.cpp @@ -0,0 +1,194 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Lightmap only shader +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "shaderlib/cshader.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( ShatteredGlass, ShatteredGlass_DX7 ) + +BEGIN_SHADER( ShatteredGlass_DX7, + "Help for ShatteredGlass_DX7" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" ) + SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "detail scale" ) + SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) + SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) + SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) + SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) + SHADER_PARAM( LIGHTMAPTINT, SHADER_PARAM_TYPE_FLOAT, "1.0", "lightmap tint" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + if( !params[ENVMAPMASKSCALE]->IsDefined() ) + { + params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); + } + + if( !params[DETAILSCALE]->IsDefined() ) + { + params[DETAILSCALE]->SetFloatValue( 1.0f ); + } + + if( !params[LIGHTMAPTINT]->IsDefined() ) + { + params[LIGHTMAPTINT]->SetFloatValue( 1.0f ); + } + + if( !params[ENVMAPTINT]->IsDefined() ) + { + params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + + // No texture means no self-illum or env mask in base alpha + if ( !params[BASETEXTURE]->IsDefined() ) + { + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + } + + // If in decal mode, no debug override... + if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) + { + SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); + } + } + + SHADER_INIT + { + if (params[BASETEXTURE]->IsDefined()) + { + LoadTexture( BASETEXTURE ); + + if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) + { + if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + } + } + + if (params[DETAIL]->IsDefined()) + { + LoadTexture( DETAIL ); + } + + // Don't alpha test if the alpha channel is used for other purposes + if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK) ) + CLEAR_FLAGS( MATERIAL_VAR_ALPHATEST ); + + if (params[ENVMAP]->IsDefined()) + { + if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) + LoadCubeMap( ENVMAP ); + else + LoadTexture( ENVMAP ); + + if( !g_pHardwareConfig->SupportsCubeMaps() ) + { + SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); + } + } + } + + SHADER_FALLBACK + { + // The only thing we can't do here is masked env-mapped + if (g_pHardwareConfig->GetSamplerCount() < 2) + { + return "LightmappedTwoTexture_DX5"; + } + return 0; + } + + + // Can't use the normal detail pass since we're modulating by the detail texture + // and because we're using the secondary texture coordinate + void DrawBaseTimesDetail( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + // Base + SHADOW_STATE + { + // alpha test + pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); + + // Alpha blending, enable alpha blending if the detail texture is translucent + bool detailIsTranslucent = TextureIsTranslucent( DETAIL, false ); + if ( detailIsTranslucent ) + { + if ( IS_FLAG_SET( MATERIAL_VAR_ADDITIVE ) ) + { + EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE ); + } + else + { + EnableAlphaBlending( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + } + else + { + SetDefaultBlendingShadowState( BASETEXTURE, true ); + } + + // independently configure alpha and color + pShaderShadow->EnableAlphaPipe( true ); + + // Here's the color states (NOTE: SHADER_DRAW_COLOR == use Vertex Color) + pShaderShadow->EnableConstantColor( IsColorModulating() ); + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + // Here's the alpha states + pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); + pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); + pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) ); + pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, detailIsTranslucent ); + + int flags = SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_SECONDARY_TEXCOORD1; + if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) + flags |= SHADER_DRAW_COLOR; + pShaderShadow->DrawFlags( flags ); + DefaultFog(); + } + DYNAMIC_STATE + { + SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); + SetFixedFunctionTextureScale( MATERIAL_TEXTURE1, DETAILSCALE ); + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + BindTexture( SHADER_SAMPLER1, DETAIL ); + SetModulationDynamicState(); + } + Draw(); + + SHADOW_STATE + { + pShaderShadow->EnableAlphaPipe( false ); + } + } + + + SHADER_DRAW + { + // Pass 1 : Base + env + DrawBaseTimesDetail( params, pShaderAPI, pShaderShadow ); + + // Pass 2 : * lightmap + FixedFunctionMultiplyByLightmapPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM, params[LIGHTMAPTINT]->GetFloatValue() ); + + // Pass 3 : + env + bool envDefined = params[ENVMAP]->IsTexture(); + if (envDefined) + { + FixedFunctionAdditiveMaskedEnvmapPass( + ENVMAP, BASETEXTURE, BASETEXTURE, + ENVMAPFRAME, FRAME, FRAME, + BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); + } + } +END_SHADER |