diff options
Diffstat (limited to 'materialsystem/stdshaders/shatteredglass_dx8.cpp')
| -rw-r--r-- | materialsystem/stdshaders/shatteredglass_dx8.cpp | 211 |
1 files changed, 211 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shatteredglass_dx8.cpp b/materialsystem/stdshaders/shatteredglass_dx8.cpp new file mode 100644 index 0000000..e62a05e --- /dev/null +++ b/materialsystem/stdshaders/shatteredglass_dx8.cpp @@ -0,0 +1,211 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Lightmap only shader +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + + +#include "BaseVSShader.h" +#include "shatteredglass.inc" +#include "shatteredglass_envmap.inc" +#include "shatteredglass_envmapsphere.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +BEGIN_VS_SHADER( ShatteredGlass_DX8, + "Help for ShatteredGlass_DX8" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/Detail", "detail" ) + SHADER_PARAM( DETAILTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "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( UNLITFACTOR, SHADER_PARAM_TYPE_FLOAT, "0.7", "0.0 == multiply by lightmap, 1.0 == multiply by 1" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + if( !params[ENVMAPTINT]->IsDefined() ) + { + params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + } + + if( !params[UNLITFACTOR]->IsDefined() ) + { + params[UNLITFACTOR]->SetFloatValue( 0.3f ); + } + + // 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_FALLBACK + { + if ( IsPC() && g_pHardwareConfig->GetDXSupportLevel() < 80 ) + { + return "ShatteredGlass_DX7"; + } + return 0; + } + + 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 ); + } + + if ( params[ENVMAP]->IsDefined()) + { + LoadCubeMap( ENVMAP ); + } + } + + SHADER_DRAW + { + bool bHasEnvmap = params[ENVMAP]->IsTexture(); + bool bHasVertexColor = IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR); + + // 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 ); + } + + // Base texture and envmapmask + unsigned int flags = VERTEX_POSITION; + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + // Lightmap + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + // Detail texture + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + + // Envmap + if ( bHasEnvmap ) + { + flags |= VERTEX_NORMAL; + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + } + + if ( bHasVertexColor ) + { + flags |= VERTEX_COLOR; + } + + pShaderShadow->VertexShaderVertexFormat( flags, 3, 0, 0 ); + + Assert( !bHasVertexColor ); + if ( !bHasEnvmap ) + { + shatteredglass_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "shatteredglass", vshIndex.GetIndex() ); + + pShaderShadow->SetPixelShader( "shatteredglass" ); + } + else + { + if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) + { + shatteredglass_envmap_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "shatteredglass_envmap", vshIndex.GetIndex() ); + } + else + { + shatteredglass_envmapsphere_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "shatteredglass_envmapsphere", vshIndex.GetIndex() ); + } + pShaderShadow->SetPixelShader( "shatteredglass_envmap" ); + } + DefaultFog(); + } + DYNAMIC_STATE + { + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_2, DETAILTRANSFORM ); + + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); + BindTexture( SHADER_SAMPLER3, DETAIL ); + + if( !bHasEnvmap ) + { + shatteredglass_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + else + { + BindTexture( SHADER_SAMPLER2, ENVMAP, ENVMAPFRAME ); + if ( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) + { + shatteredglass_envmap_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + else + { + shatteredglass_envmapsphere_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + } + + if (IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) || IS_FLAG_SET(MATERIAL_VAR_ENVMAPCAMERASPACE)) + { + LoadViewMatrixIntoVertexShaderConstant( VERTEX_SHADER_VIEWMODEL ); + } + + SetModulationVertexShaderDynamicState(); + EnablePixelShaderOverbright( 0, true, true ); + SetPixelShaderConstant( 2, ENVMAPTINT ); + + // Blend between lightmap + unlit based on the unlit factor to make it look better + float flUnlitFactor[4]; + flUnlitFactor[0] = flUnlitFactor[1] = flUnlitFactor[2] = flUnlitFactor[3] = params[UNLITFACTOR]->GetFloatValue(); + pShaderAPI->SetPixelShaderConstant( 3, flUnlitFactor, 1 ); + } + Draw(); + } +END_SHADER |