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Diffstat (limited to 'mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp288
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
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+++ b/mp/src/materialsystem/stdshaders/lightmappedgeneric_dx6.cpp
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+//========= 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
+