diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/lightmappedgeneric_decal.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/lightmappedgeneric_decal.cpp | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/lightmappedgeneric_decal.cpp b/mp/src/materialsystem/stdshaders/lightmappedgeneric_decal.cpp new file mode 100644 index 00000000..9e74b5cf --- /dev/null +++ b/mp/src/materialsystem/stdshaders/lightmappedgeneric_decal.cpp @@ -0,0 +1,135 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Lightmap only shader +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "lightmappedgeneric_decal.inc" +#include "mathlib/bumpvects.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + + +BEGIN_VS_SHADER( LightmappedGeneric_Decal, + "Help for LightmappedGeneric_Decal" ) + + BEGIN_SHADER_PARAMS + END_SHADER_PARAMS + + // Set up anything that is necessary to make decisions in SHADER_FALLBACK. + SHADER_INIT_PARAMS() + { + if ( g_pHardwareConfig->SupportsBorderColor() ) + { + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight_border" ); + } + else + { + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); + } + + // 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 ); + } + + SET_FLAGS( MATERIAL_VAR_DECAL ); + SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); + } + + SHADER_FALLBACK + { + return 0; + } + + SHADER_INIT + { + LoadTexture( FLASHLIGHTTEXTURE, TEXTUREFLAGS_SRGB ); + + if (params[BASETEXTURE]->IsDefined()) + { + LoadTexture( BASETEXTURE ); + + if ( !params[BASETEXTURE]->GetTextureValue()->IsTranslucent() ) + { + CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + } + } + + // 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 ); + } + } + + void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow ) + { + if( IsSnapshotting() ) + { + // Be sure not to write to dest alpha + pShaderShadow->EnableAlphaWrites( false ); + + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); + + SetNormalBlendingShadowState( BASETEXTURE, true ); + + int pTexCoords[3] = { 2, 2, 1 }; + pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 ); + + lightmappedgeneric_decal_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() ); + pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" ); + FogToFogColor(); + } + else + { + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + + // Load the z^2 components of the lightmap coordinate axes only + // This is (N dot basis)^2 + Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z ); + vecZValues *= vecZValues; + + Vector4D basis[3]; + basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f ); + basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f ); + basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f ); + pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 ); + + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED ); + SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); + SetModulationPixelShaderDynamicState( 3 ); + + lightmappedgeneric_decal_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + Draw(); + } + + SHADER_DRAW + { + if( UsingFlashlight( params ) ) + { + DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1, + FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 ); + } + else + { + DrawDecal( params, pShaderAPI, pShaderShadow ); + } + } +END_SHADER |