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Diffstat (limited to 'materialsystem/stdshaders/shatteredglass_dx8.cpp')
-rw-r--r--materialsystem/stdshaders/shatteredglass_dx8.cpp211
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diff --git a/materialsystem/stdshaders/shatteredglass_dx8.cpp b/materialsystem/stdshaders/shatteredglass_dx8.cpp
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+++ b/materialsystem/stdshaders/shatteredglass_dx8.cpp
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+//========= 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