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Diffstat (limited to 'materialsystem/stdshaders/worldvertextransition_dx8_helper.cpp')
-rw-r--r--materialsystem/stdshaders/worldvertextransition_dx8_helper.cpp81
1 files changed, 81 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/worldvertextransition_dx8_helper.cpp b/materialsystem/stdshaders/worldvertextransition_dx8_helper.cpp
new file mode 100644
index 0000000..6a49fd7
--- /dev/null
+++ b/materialsystem/stdshaders/worldvertextransition_dx8_helper.cpp
@@ -0,0 +1,81 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================
+
+#include "worldvertextransition_dx8_helper.h"
+#include "BaseVSShader.h"
+
+#include "WorldVertexTransition.inc"
+
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+void InitParamsWorldVertexTransitionEditor_DX8( IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info )
+{
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+}
+
+void InitWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, WorldVertexTransitionEditor_DX8_Vars_t &info )
+{
+ if ( params[info.m_nBaseTextureVar]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nBaseTextureVar );
+ }
+
+ if ( params[info.m_nBaseTexture2Var]->IsDefined() )
+ {
+ pShader->LoadTexture( info.m_nBaseTexture2Var );
+ }
+}
+
+void DrawWorldVertexTransitionEditor_DX8( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow, WorldVertexTransitionEditor_DX8_Vars_t &info )
+{
+ SHADOW_STATE
+ {
+ // This is the dx8 worldcraft version (non-bumped always.. too bad)
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
+
+ int fmt = VERTEX_POSITION | VERTEX_COLOR;
+ pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 );
+
+ worldvertextransition_Static_Index vshIndex;
+ pShaderShadow->SetVertexShader( "WorldVertexTransition", vshIndex.GetIndex() );
+ pShaderShadow->SetPixelShader( "WorldVertexTransition_Editor" );
+
+ pShader->FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTextureVar, info.m_nBaseTextureFrameVar );
+ pShader->BindTexture( SHADER_SAMPLER1, info.m_nBaseTexture2Var, info.m_nBaseTexture2FrameVar );
+
+ // Texture 3 = lightmap
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER2, TEXTURE_LIGHTMAP );
+
+ pShader->EnablePixelShaderOverbright( 0, true, true );
+
+ // JasonM - Gnarly hack since we're calling this legacy shader from DX9
+ int nTextureTransformConst = VERTEX_SHADER_SHADER_SPECIFIC_CONST_0;
+ int nTextureTransformConst2 = VERTEX_SHADER_SHADER_SPECIFIC_CONST_2;
+ if ( g_pHardwareConfig->GetDXSupportLevel() >= 90)
+ {
+ nTextureTransformConst -= 10;
+ nTextureTransformConst2 -= 10;
+ }
+
+ pShader->SetVertexShaderTextureTransform( nTextureTransformConst, info.m_nBaseTextureTransformVar );
+ pShader->SetVertexShaderTextureTransform( nTextureTransformConst2, info.m_nBaseTexture2TransformVar );
+
+ worldvertextransition_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+ }
+ pShader->Draw();
+}