diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/cable_dx9.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/cable_dx9.cpp | 141 |
1 files changed, 141 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/cable_dx9.cpp b/mp/src/materialsystem/stdshaders/cable_dx9.cpp new file mode 100644 index 00000000..5b25ed61 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/cable_dx9.cpp @@ -0,0 +1,141 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: A wet version of base * lightmap +// +// $Header: $ +// $NoKeywords: $ +//===========================================================================// + +#include "BaseVSShader.h" + +#include "cable_vs20.inc" +#include "cable_ps20.inc" +#include "cable_ps20b.inc" +#include "cpp_shader_constant_register_map.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +extern ConVar mat_fullbright; + +DEFINE_FALLBACK_SHADER( Cable, Cable_DX9 ) + +BEGIN_VS_SHADER( Cable_DX9, + "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 ( !(g_pHardwareConfig->SupportsPixelShaders_2_0() && g_pHardwareConfig->SupportsVertexShaders_2_0()) || + (g_pHardwareConfig->GetDXSupportLevel() < 90) ) + { + return "Cable_DX8"; + } + return 0; + } + + SHADER_INIT + { + LoadBumpMap( BUMPMAP ); + LoadTexture( BASETEXTURE, TEXTUREFLAGS_SRGB ); + } + + SHADER_DRAW + { + BlendType_t nBlendType = EvaluateBlendRequirements( BASETEXTURE, true ); + bool bFullyOpaque = (nBlendType != BT_BLENDADD) && (nBlendType != BT_BLEND) && !IS_FLAG_SET(MATERIAL_VAR_ALPHATEST); //dest alpha is free for special use + + 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 ); + + DECLARE_STATIC_VERTEX_SHADER( cable_vs20 ); + SET_STATIC_VERTEX_SHADER( cable_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( cable_ps20b ); + SET_STATIC_PIXEL_SHADER( cable_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( cable_ps20 ); + SET_STATIC_PIXEL_SHADER( cable_ps20 ); + } + + // 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. + pShaderShadow->EnableSRGBWrite( true ); + + FogToFogColor(); + + pShaderShadow->EnableAlphaWrites( bFullyOpaque ); + } + DYNAMIC_STATE + { + bool bLightingOnly = mat_fullbright.GetInt() == 2 && !IS_FLAG_SET( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); + + BindTexture( SHADER_SAMPLER0, BUMPMAP ); + if ( bLightingOnly ) + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_GREY ); + + } + else + { + BindTexture( SHADER_SAMPLER1, BASETEXTURE ); + } + + pShaderAPI->SetPixelShaderFogParams( PSREG_FOG_PARAMS ); + + float vEyePos_SpecExponent[4]; + pShaderAPI->GetWorldSpaceCameraPosition( vEyePos_SpecExponent ); + vEyePos_SpecExponent[3] = 0.0f; + pShaderAPI->SetPixelShaderConstant( PSREG_EYEPOS_SPEC_EXPONENT, vEyePos_SpecExponent, 1 ); + + DECLARE_DYNAMIC_VERTEX_SHADER( cable_vs20 ); + SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + SET_DYNAMIC_VERTEX_SHADER( cable_vs20 ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( cable_ps20b ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( WRITE_DEPTH_TO_DESTALPHA, bFullyOpaque && pShaderAPI->ShouldWriteDepthToDestAlpha() ); + SET_DYNAMIC_PIXEL_SHADER( cable_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( cable_ps20 ); + SET_DYNAMIC_PIXEL_SHADER_COMBO( PIXELFOGTYPE, pShaderAPI->GetPixelFogCombo() ); + SET_DYNAMIC_PIXEL_SHADER( cable_ps20 ); + } + } + Draw(); + } +END_SHADER |