diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/cable_dx8.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/cable_dx8.cpp | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cable_dx8.cpp b/mp/src/materialsystem/stdshaders/cable_dx8.cpp new file mode 100644 index 00000000..9e3c98dd --- /dev/null +++ b/mp/src/materialsystem/stdshaders/cable_dx8.cpp @@ -0,0 +1,132 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: A wet version of base * lightmap +// +// $Header: $ +// $NoKeywords: $ +//===========================================================================// + +#include "BaseVSShader.h" + +#include "cable.inc" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( Cable, Cable_DX8 ) + +BEGIN_VS_SHADER( Cable_DX8, + "Help for Cable shader" ) + BEGIN_SHADER_PARAMS + SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "cable/cablenormalmap", "bumpmap texture" ) + SHADER_PARAM( MINLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.1", "Minimum amount of light (0-1 value)" ) + SHADER_PARAM( MAXLIGHT, SHADER_PARAM_TYPE_FLOAT, "0.3", "Maximum amount of light" ) + END_SHADER_PARAMS + + SHADER_FALLBACK + { + if ( IsPC() && !g_pHardwareConfig->SupportsVertexAndPixelShaders()) + { + return "UnlitGeneric_DX6"; + } + return 0; + } + + SHADER_INIT + { + LoadBumpMap( BUMPMAP ); + LoadTexture( BASETEXTURE ); + } + + SHADER_DRAW + { + SHADOW_STATE + { + // Enable blending? + if ( IS_FLAG_SET( MATERIAL_VAR_TRANSLUCENT ) ) + { + pShaderShadow->EnableDepthWrites( false ); + pShaderShadow->EnableBlending( true ); + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); + } + + pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + if ( g_pHardwareConfig->GetDXSupportLevel() >= 90) + { + pShaderShadow->EnableSRGBRead( SHADER_SAMPLER1, true ); + } + + int tCoordDimensions[] = {2,2}; + pShaderShadow->VertexShaderVertexFormat( + VERTEX_POSITION | VERTEX_COLOR | VERTEX_TANGENT_S | VERTEX_TANGENT_T, + 2, tCoordDimensions, 0 ); + + cable_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "Cable", vshIndex.GetIndex() ); + + pShaderShadow->SetPixelShader( "Cable" ); + + // we are writing linear values from this shader. + // This is kinda wrong. We are writing linear or gamma depending on "IsHDREnabled" below. + // The COLOR really decides if we are gamma or linear. + if ( g_pHardwareConfig->GetDXSupportLevel() >= 90) + { + pShaderShadow->EnableSRGBWrite( true ); + } + + FogToFogColor(); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER0, BUMPMAP ); + BindTexture( SHADER_SAMPLER1, BASETEXTURE ); + + + // The dot product with the light is remapped from the range + // [-1,1] to [MinLight, MaxLight]. + + // Given: + // -A + B = MinLight + // A + B = MaxLight + // then A = (MaxLight - MinLight) / 2 + // and B = (MaxLight + MinLight) / 2 + + // So here, we multiply the light direction by A to scale the dot product. + // Then in the pixel shader we add by B. + float flMinLight = params[MINLIGHT]->GetFloatValue(); + float flMaxLight = params[MAXLIGHT]->GetFloatValue(); + + float A = (flMaxLight - flMinLight) * 0.5f; + float B = (flMaxLight + flMinLight) * 0.5f; + + float b4[4] = {B,B,B,B}; + if( g_pHardwareConfig->GetDXSupportLevel() >= 90) + { + SetPixelShaderConstantGammaToLinear( 0, b4 ); + } + else + { + pShaderAPI->SetPixelShaderConstant( 0, b4 ); + } + + // This is the light direction [0,1,0,0] * A * 0.5 + float lightDir[4] = {0, A*0.5, 0, 0}; + if( g_pHardwareConfig->GetDXSupportLevel() >= 90) + { + SetVertexShaderConstantGammaToLinear( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir ); + } + else + { + pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lightDir ); + } + + cable_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + Draw(); + } +END_SHADER |