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authorJoe Ludwig <[email protected]>2013-12-23 14:58:45 -0800
committerJoe Ludwig <[email protected]>2013-12-23 15:00:03 -0800
commit7309a5f13f63fdcc7b1e090f6c176113a9d95061 (patch)
treead65c7fbe46a3c70bdc0a1426e88247ce1b0d7f5 /mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp
parentMerge pull request #182 from ardneran/master (diff)
downloadsource-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.tar.xz
source-sdk-2013-7309a5f13f63fdcc7b1e090f6c176113a9d95061.zip
Added many shader source files
This should include the latest version of every shader that was in the 2007 SDK. It also includes a smattering of debug shaders, both VR distortion shaders, and other assorted shaders that will hopefully be useful. None of these new files are included in the game shader DLL project. If you need to modify one of these shaders for use in your mod you will need to rename it so that you don't collide with the version of that shader that lives in stdshader_dx9.dll.
Diffstat (limited to 'mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp288
1 files changed, 288 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp
new file mode 100644
index 00000000..f55f8883
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp
@@ -0,0 +1,288 @@
+//========= 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( LightmappedGeneric, LightmappedGeneric_DX6 )
+
+BEGIN_SHADER( LightmappedGeneric_DX6,
+ "Help for LightmappedGeneric_DX6" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
+ SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" )
+ SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" )
+ SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" )
+ SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
+ SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" )
+ SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" )
+ SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" )
+ SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" )
+ SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ if( params[BASETEXTURE]->IsDefined() )
+ {
+ if( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) )
+ {
+ params[ENVMAP]->SetUndefined();
+ params[ENVMAPMASK]->SetUndefined();
+ }
+ }
+
+ if( !params[ENVMAPMASKSCALE]->IsDefined() )
+ params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f );
+
+ if( !params[ENVMAPTINT]->IsDefined() )
+ params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+
+ if( !params[SELFILLUMTINT]->IsDefined() )
+ params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f );
+
+ if( !params[DETAILSCALE]->IsDefined() )
+ params[DETAILSCALE]->SetFloatValue( 4.0f );
+
+ // No texture means no self-illum or env mask in base alpha
+ if ( !params[BASETEXTURE]->IsDefined() )
+ {
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ 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 );
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+
+ // Get rid of the envmap if it's optional for this dx level.
+ if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() )
+ {
+ params[ENVMAP]->SetUndefined();
+ }
+
+ // If mat_specular 0, then get rid of envmap
+ if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() )
+ {
+ params[ENVMAP]->SetUndefined();
+ }
+
+ SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT );
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+ if (params[BASETEXTURE]->IsDefined())
+ {
+ LoadTexture( BASETEXTURE );
+
+ if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent())
+ {
+ if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM))
+ CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM );
+ 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_SELFILLUM) || 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
+ {
+ return 0;
+ }
+
+ int GetDrawFlagsPass1(IMaterialVar** params)
+ {
+ int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0;
+ if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
+ flags |= SHADER_DRAW_COLOR;
+ if (params[BASETEXTURE]->IsTexture())
+ flags |= SHADER_DRAW_TEXCOORD1;
+ return flags;
+ }
+
+ void DrawLightmapOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT );
+
+ SetModulationShadowState();
+ SetDefaultBlendingShadowState( );
+ pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) );
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
+ SetModulationDynamicState();
+ }
+ Draw();
+ }
+
+ void DrawBaseTimesLightmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ // Base times lightmap
+ SHADOW_STATE
+ {
+ // alpha test
+ pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) );
+
+ // Alpha blending
+ SetDefaultBlendingShadowState( BASETEXTURE, true );
+
+ // Independenly configure alpha and color
+ pShaderShadow->EnableAlphaPipe( true );
+
+ // color channel
+
+ // base
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+
+ // lightmap
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+ pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT );
+
+ pShaderShadow->EnableConstantColor( IsColorModulating() );
+
+ // alpha channel
+ pShaderShadow->EnableConstantAlpha( IsAlphaModulating() );
+ if ((! IsColorModulating()) && ( ! IsAlphaModulating()))
+ pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) );
+ pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) );
+ pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, false );
+
+ int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD1;
+ if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR))
+ {
+ if ( (! IsColorModulating()) && ( ! IsAlphaModulating()))
+ flags |= SHADER_DRAW_COLOR;
+
+ }
+ if (params[BASETEXTURE]->IsTexture())
+ {
+ flags |= SHADER_DRAW_TEXCOORD0;
+ }
+
+ pShaderShadow->DrawFlags( flags );
+ DefaultFog();
+ }
+ DYNAMIC_STATE
+ {
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM );
+ SetModulationDynamicState();
+ }
+ Draw();
+
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableAlphaPipe( false );
+ }
+ }
+
+ void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ // Pass 1 : Base * lightmap or just lightmap
+ if ( params[BASETEXTURE]->IsTexture() )
+ {
+ DrawBaseTimesLightmap( params, pShaderAPI, pShaderShadow );
+ FixedFunctionMultiplyByDetailPass(
+ BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
+
+ // Draw the selfillum pass
+ if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) )
+ {
+ FixedFunctionSelfIlluminationPass(
+ SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT );
+ }
+ }
+ else
+ {
+ DrawLightmapOnly( params, pShaderAPI, pShaderShadow );
+ FixedFunctionMultiplyByDetailPass(
+ BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE );
+ }
+
+ // Pass 2 : Masked environment map
+ if (params[ENVMAP]->IsTexture())
+ {
+ FixedFunctionAdditiveMaskedEnvmapPass(
+ ENVMAP, ENVMAPMASK, BASETEXTURE,
+ ENVMAPFRAME, ENVMAPMASKFRAME, FRAME,
+ BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT );
+ }
+ }
+
+ SHADER_DRAW
+ {
+ bool hasFlashlight = UsingFlashlight( params );
+
+ if( hasFlashlight )
+ {
+ DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
+ }
+ else
+ {
+ // Base * Lightmap + env
+ DrawMode1( params, pShaderAPI, pShaderShadow );
+ }
+ }
+END_SHADER
+
+
+//-----------------------------------------------------------------------------
+// This allows us to use a block labelled 'Water_DX60' in the water materials
+//-----------------------------------------------------------------------------
+BEGIN_INHERITED_SHADER( Water_DX60, LightmappedGeneric_DX6, "Help for Water_DX60" )
+END_INHERITED_SHADER
+