summaryrefslogtreecommitdiff
path: root/materialsystem/stdshaders/lightmappedtwotexture.cpp
blob: dbafede972184394992727c67a40683c22440cde (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
//========= 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"

// FIXME!!  Need to make dx9 version so that "CENTROID" flags can be added!
BEGIN_SHADER( LightmappedTwoTexture,
			  "Help for LightmappedTwoTexture" )

	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, "0", "Frame for animated envmap" )
		SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
		SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "" )
		SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
		SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
	END_SHADER_PARAMS

	SHADER_INIT_PARAMS()
	{
		SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
		if( !params[ENVMAPMASKSCALE]->IsDefined() )
			params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );

		if( !params[DETAILSCALE]->IsDefined() )
			params[DETAILSCALE]->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 );
			}

			if (params[ENVMAPMASK]->IsDefined())
				LoadTexture( ENVMAPMASK );
		}
	}

	SHADER_FALLBACK
	{
		// The only thing we can't do here is masked env-mapped
		if (g_pHardwareConfig->GetSamplerCount() < 2)
		{
			return "LightmappedTwoTexture_DX5";
		}
		return 0;
	}

	/*
	// FIXME: I didn't remove this because it's modulating against the detail alpha!
	// This seems very strange and isn't what FixedFunctionBaseTimesDetailPass does.
	// Should it!?!? If so, I want to move this to the FixedFunctionBaseTimesDetailPass.

	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_TEXTURE_STAGE0, true );
			pShaderShadow->EnableTexture( SHADER_TEXTURE_STAGE1, 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_TEXTURE_STAGE0, BASETEXTURE, FRAME );
			BindTexture( SHADER_TEXTURE_STAGE1, DETAIL );
			SetModulationDynamicState();
		}
		Draw();

		SHADOW_STATE
		{
			pShaderShadow->EnableAlphaPipe( false );
		}
	}
	*/

	SHADER_DRAW
	{
		// Pass 1 : Base + detail
		FixedFunctionBaseTimesDetailPass(
			BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );

		// Pass 2 : * lightmap
		FixedFunctionMultiplyByLightmapPass( BASETEXTURE, FRAME, BASETEXTURETRANSFORM );

		// Pass 3 : + env
		bool envDefined = params[ENVMAP]->IsTexture();
		if (envDefined)
		{
			FixedFunctionAdditiveMaskedEnvmapPass(
				ENVMAP, ENVMAPMASK, BASETEXTURE,
				ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, 
				BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
		}
	}
END_SHADER