diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp | 288 |
1 files changed, 288 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp new file mode 100644 index 00000000..f55f8883 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp @@ -0,0 +1,288 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Lightmap only shader +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "shaderlib/cshader.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +DEFINE_FALLBACK_SHADER( LightmappedGeneric, LightmappedGeneric_DX6 ) + +BEGIN_SHADER( LightmappedGeneric_DX6, + "Help for LightmappedGeneric_DX6" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( SELFILLUMTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" ) + SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) + SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) + SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) + SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) + SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) + SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) + SHADER_PARAM( ENVMAPMASKSCALE, SHADER_PARAM_TYPE_FLOAT, "1", "envmap mask scale" ) + SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) + SHADER_PARAM( ENVMAPOPTIONAL, SHADER_PARAM_TYPE_BOOL, "90", "Do specular pass only on dxlevel or higher (ie.80, 81, 90)" ) + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + // FLASHLIGHTFIXME + params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); + + if( params[BASETEXTURE]->IsDefined() ) + { + if( !IS_FLAG_SET(MATERIAL_VAR_MULTIPASS) ) + { + params[ENVMAP]->SetUndefined(); + params[ENVMAPMASK]->SetUndefined(); + } + } + + if( !params[ENVMAPMASKSCALE]->IsDefined() ) + params[ENVMAPMASKSCALE]->SetFloatValue( 1.0f ); + + if( !params[ENVMAPTINT]->IsDefined() ) + params[ENVMAPTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + + if( !params[SELFILLUMTINT]->IsDefined() ) + params[SELFILLUMTINT]->SetVecValue( 1.0f, 1.0f, 1.0f ); + + if( !params[DETAILSCALE]->IsDefined() ) + params[DETAILSCALE]->SetFloatValue( 4.0f ); + + // 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 ); + } + + // If in decal mode, no debug override... + if (IS_FLAG_SET(MATERIAL_VAR_DECAL)) + { + SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); + } + + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); + + // Get rid of the envmap if it's optional for this dx level. + if( params[ENVMAPOPTIONAL]->IsDefined() && params[ENVMAPOPTIONAL]->GetIntValue() ) + { + params[ENVMAP]->SetUndefined(); + } + + // If mat_specular 0, then get rid of envmap + if( !g_pConfig->UseSpecular() && params[ENVMAP]->IsDefined() && params[BASETEXTURE]->IsDefined() ) + { + params[ENVMAP]->SetUndefined(); + } + + SET_FLAGS2( MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT ); + } + + SHADER_INIT + { + LoadTexture( FLASHLIGHTTEXTURE ); + if (params[BASETEXTURE]->IsDefined()) + { + LoadTexture( BASETEXTURE ); + + if (!params[BASETEXTURE]->GetTextureValue()->IsTranslucent()) + { + if (IS_FLAG_SET(MATERIAL_VAR_SELFILLUM)) + CLEAR_FLAGS( MATERIAL_VAR_SELFILLUM ); + if (IS_FLAG_SET(MATERIAL_VAR_BASEALPHAENVMAPMASK)) + CLEAR_FLAGS( MATERIAL_VAR_BASEALPHAENVMAPMASK ); + } + } + + if (params[DETAIL]->IsDefined()) + { + LoadTexture( DETAIL ); + } + + // 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 ); + + if (params[ENVMAP]->IsDefined()) + { + if( !IS_FLAG_SET(MATERIAL_VAR_ENVMAPSPHERE) ) + { + LoadCubeMap( ENVMAP ); + } + else + { + LoadTexture( ENVMAP ); + } + + if( !g_pHardwareConfig->SupportsCubeMaps() ) + { + SET_FLAGS( MATERIAL_VAR_ENVMAPSPHERE ); + } + + if (params[ENVMAPMASK]->IsDefined()) + { + LoadTexture( ENVMAPMASK ); + } + } + } + + SHADER_FALLBACK + { + return 0; + } + + int GetDrawFlagsPass1(IMaterialVar** params) + { + int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0; + if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) + flags |= SHADER_DRAW_COLOR; + if (params[BASETEXTURE]->IsTexture()) + flags |= SHADER_DRAW_TEXCOORD1; + return flags; + } + + void DrawLightmapOnly( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + SHADOW_STATE + { + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE0, OVERBRIGHT ); + + SetModulationShadowState(); + SetDefaultBlendingShadowState( ); + pShaderShadow->DrawFlags( GetDrawFlagsPass1( params ) ); + DefaultFog(); + } + DYNAMIC_STATE + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); + SetModulationDynamicState(); + } + Draw(); + } + + void DrawBaseTimesLightmap( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + // Base times lightmap + SHADOW_STATE + { + // alpha test + pShaderShadow->EnableAlphaTest( IS_FLAG_SET(MATERIAL_VAR_ALPHATEST) ); + + // Alpha blending + SetDefaultBlendingShadowState( BASETEXTURE, true ); + + // Independenly configure alpha and color + pShaderShadow->EnableAlphaPipe( true ); + + // color channel + + // base + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + + // lightmap + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT ); + + pShaderShadow->EnableConstantColor( IsColorModulating() ); + + // alpha channel + pShaderShadow->EnableConstantAlpha( IsAlphaModulating() ); + if ((! IsColorModulating()) && ( ! IsAlphaModulating())) + pShaderShadow->EnableVertexAlpha( IS_FLAG_SET(MATERIAL_VAR_VERTEXALPHA) ); + pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE0, TextureIsTranslucent(BASETEXTURE, true) ); + pShaderShadow->EnableTextureAlpha( SHADER_TEXTURE_STAGE1, false ); + + int flags = SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD1; + if (IS_FLAG_SET(MATERIAL_VAR_VERTEXCOLOR)) + { + if ( (! IsColorModulating()) && ( ! IsAlphaModulating())) + flags |= SHADER_DRAW_COLOR; + + } + if (params[BASETEXTURE]->IsTexture()) + { + flags |= SHADER_DRAW_TEXCOORD0; + } + + pShaderShadow->DrawFlags( flags ); + DefaultFog(); + } + DYNAMIC_STATE + { + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); + BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); + SetFixedFunctionTextureTransform( MATERIAL_TEXTURE0, BASETEXTURETRANSFORM ); + SetModulationDynamicState(); + } + Draw(); + + SHADOW_STATE + { + pShaderShadow->EnableAlphaPipe( false ); + } + } + + void DrawMode1( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow ) + { + // Pass 1 : Base * lightmap or just lightmap + if ( params[BASETEXTURE]->IsTexture() ) + { + DrawBaseTimesLightmap( params, pShaderAPI, pShaderShadow ); + FixedFunctionMultiplyByDetailPass( + BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); + + // Draw the selfillum pass + if ( IS_FLAG_SET(MATERIAL_VAR_SELFILLUM) ) + { + FixedFunctionSelfIlluminationPass( + SHADER_SAMPLER0, BASETEXTURE, FRAME, BASETEXTURETRANSFORM, SELFILLUMTINT ); + } + } + else + { + DrawLightmapOnly( params, pShaderAPI, pShaderShadow ); + FixedFunctionMultiplyByDetailPass( + BASETEXTURE, FRAME, BASETEXTURETRANSFORM, DETAIL, DETAILSCALE ); + } + + // Pass 2 : Masked environment map + if (params[ENVMAP]->IsTexture()) + { + FixedFunctionAdditiveMaskedEnvmapPass( + ENVMAP, ENVMAPMASK, BASETEXTURE, + ENVMAPFRAME, ENVMAPMASKFRAME, FRAME, + BASETEXTURETRANSFORM, ENVMAPMASKSCALE, ENVMAPTINT ); + } + } + + SHADER_DRAW + { + bool hasFlashlight = UsingFlashlight( params ); + + if( hasFlashlight ) + { + DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME ); + } + else + { + // Base * Lightmap + env + DrawMode1( params, pShaderAPI, pShaderShadow ); + } + } +END_SHADER + + +//----------------------------------------------------------------------------- +// This allows us to use a block labelled 'Water_DX60' in the water materials +//----------------------------------------------------------------------------- +BEGIN_INHERITED_SHADER( Water_DX60, LightmappedGeneric_DX6, "Help for Water_DX60" ) +END_INHERITED_SHADER + |