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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 /sp/src/materialsystem/stdshaders/worldtwotextureblend_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 'sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp')
-rw-r--r--sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp258
1 files changed, 258 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp b/sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp
new file mode 100644
index 00000000..3ae6383a
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp
@@ -0,0 +1,258 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX6 )
+
+
+BEGIN_SHADER( WorldTwoTextureBlend_DX6,
+ "Help for WorldTwoTextureBlend" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
+ SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
+ SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
+ SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0",
+ "If this is 1, then when detail alpha=0, no base texture is blended and when "
+ "detail alpha=1, you get detail*base*lightmap" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+ LoadTexture( BASETEXTURE );
+ LoadTexture( DETAIL );
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
+ params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ }
+
+ SHADER_DRAW
+ {
+ float detailScale = params[DETAILSCALE]->GetFloatValue();
+
+ bool hasFlashlight = UsingFlashlight( params );
+
+ if( hasFlashlight )
+ {
+ DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
+ return;
+ }
+
+ // DX6 fallback mode.
+ if ( params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() )
+ {
+ DetailAlphaMaskPass1( pShaderShadow, pShaderAPI, params, detailScale );
+ DetailAlphaMaskPass2( pShaderShadow, pShaderAPI, detailScale );
+ }
+ else
+ {
+ // FIXME: add multitexture support!
+ NormalModePass1( pShaderShadow, pShaderAPI );
+ NormalModePass2( pShaderShadow, pShaderAPI, params, detailScale );
+ NormalModePass3( pShaderShadow, pShaderAPI, params, detailScale );
+ }
+ }
+
+
+ // ------------------------------------------------------------------------------ //
+ // "Normal" mode - doesn't use the detail texture's alpha mask.
+ // ------------------------------------------------------------------------------ //
+
+ void NormalModePass1(
+ IShaderShadow *pShaderShadow,
+ IShaderDynamicAPI *pShaderAPI )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ }
+ Draw();
+ }
+
+ void NormalModePass2(
+ IShaderShadow *pShaderShadow,
+ IShaderDynamicAPI *pShaderAPI,
+ IMaterialVar **params,
+ float detailScale )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
+ FogToFogColor();
+ }
+
+ DYNAMIC_STATE
+ {
+ if ( detailScale != 1.0f )
+ {
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
+ pShaderAPI->LoadIdentity();
+ pShaderAPI->ScaleXY( detailScale, detailScale );
+ }
+ BindTexture( SHADER_SAMPLER0, DETAIL );
+ }
+ Draw();
+ }
+
+ void NormalModePass3(
+ IShaderShadow *pShaderShadow,
+ IShaderDynamicAPI *pShaderAPI,
+ IMaterialVar **params,
+ float detailScale )
+ {
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ SingleTextureLightmapBlendMode();
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
+ FogToOOOverbright();
+ }
+ DYNAMIC_STATE
+ {
+ if ( detailScale != 1.0f )
+ pShaderAPI->LoadIdentity( );
+
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
+ }
+ Draw();
+ }
+
+
+ // ------------------------------------------------------------------------------ //
+ // "Detail alpha mask mode".
+ // ------------------------------------------------------------------------------ //
+
+ void DetailAlphaMaskPass1(
+ IShaderShadow *pShaderShadow,
+ IShaderDynamicAPI *pShaderAPI,
+ IMaterialVar **params,
+ float detailScale )
+ {
+ // The equation is [B*Da + (1-Da)] * [D * L]
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 2 );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ // Stage 0
+ // Color = B*2
+ // Note the 2x here.. we do 4x total in this shader and
+ // the first 2x is here. The second is in SingleTextureLightmapBlendMode in the 2nd pass.
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
+
+ // Stage 1 [where P = prev stage]
+ // Color = B*Da + (1-Da)
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA,
+ SHADER_TEXARG_INVTEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE );
+
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER1, DETAIL );
+
+ pShaderAPI->Color4f( 1, 1, 1, 1 );
+
+ if ( detailScale != 1.0f )
+ {
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
+ pShaderAPI->LoadIdentity();
+ pShaderAPI->ScaleXY( detailScale, detailScale );
+ }
+
+ }
+ Draw();
+ }
+
+ void DetailAlphaMaskPass2( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, float detailScale )
+ {
+ SHADOW_STATE
+ {
+ s_pShaderShadow->EnableCustomPixelPipe( true );
+ s_pShaderShadow->CustomTextureStages( 2 );
+
+ s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true);
+
+ // Make sure the texgen transform is applied to the texture coordinates and not to an auto-generated reflection vector or whatever.
+ s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_OBJECT_LINEAR );
+
+ // This turns on blending and does overbrighting if it's enabled.
+ SingleTextureLightmapBlendMode();
+
+ // Stage 0, color = D
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
+
+ // Stage 1, color = D*L
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE );
+
+ // Use the lightmap coordinates in both stages.
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
+ FogToFogColor();
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, DETAIL);
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+
+ if ( detailScale != 1.0f )
+ {
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
+ pShaderAPI->LoadIdentity();
+
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
+ pShaderAPI->LoadIdentity();
+ pShaderAPI->ScaleXY( detailScale, detailScale );
+ }
+ }
+
+ Draw();
+ }
+
+END_SHADER
+