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-rw-r--r--mp/src/materialsystem/stdshaders/lightmappedgeneric_decal.cpp135
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