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Diffstat (limited to 'mp/src/materialsystem/stdshaders/teeth_dx8.cpp')
-rw-r--r--mp/src/materialsystem/stdshaders/teeth_dx8.cpp116
1 files changed, 116 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/teeth_dx8.cpp b/mp/src/materialsystem/stdshaders/teeth_dx8.cpp
new file mode 100644
index 00000000..d91626d8
--- /dev/null
+++ b/mp/src/materialsystem/stdshaders/teeth_dx8.cpp
@@ -0,0 +1,116 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "teeth.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( Teeth, Teeth_DX8 )
+
+BEGIN_VS_SHADER( Teeth_DX8, "Help for Teeth_DX8" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM( ILLUMFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "Amount to darken or brighten the teeth" )
+ SHADER_PARAM( FORWARD, SHADER_PARAM_TYPE_VEC3, "[1 0 0]", "Forward direction vector for teeth lighting" )
+ SHADER_PARAM( INTRO, SHADER_PARAM_TYPE_BOOL, "0", "is teeth in the ep1 intro" )
+ SHADER_PARAM( ENTITYORIGIN, SHADER_PARAM_TYPE_VEC3,"0.0","center if the model in world space" )
+ SHADER_PARAM( WARPPARAM, SHADER_PARAM_TYPE_FLOAT,"0.0","animation param between 0 and 1" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
+
+ if( !params[INTRO]->IsDefined() )
+ {
+ params[INTRO]->SetIntValue( 0 );
+ }
+ }
+
+ SHADER_FALLBACK
+ {
+ if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 || g_pConfig->bSoftwareLighting ) )
+ {
+ return "Teeth_dx6";
+ }
+ return 0;
+ }
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+ LoadTexture( BASETEXTURE );
+ }
+
+ void DrawUsingVertexShader( IMaterialVar** params, IShaderDynamicAPI *pShaderAPI, IShaderShadow* pShaderShadow )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->VertexShaderVertexFormat(
+ VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
+ teeth_Static_Index vshIndex;
+ vshIndex.SetHALF_LAMBERT( IS_FLAG_SET( MATERIAL_VAR_HALFLAMBERT ) );
+ vshIndex.SetINTRO( params[INTRO]->GetIntValue() != 0 );
+ pShaderShadow->SetVertexShader( "Teeth", vshIndex.GetIndex() );
+ pShaderShadow->SetPixelShader( "VertexLitTexture_Overbright2" );
+
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ SetAmbientCubeDynamicStateVertexShader();
+
+ Vector4D lighting;
+ params[FORWARD]->GetVecValue( lighting.Base(), 3 );
+ lighting[3] = params[ILLUMFACTOR]->GetFloatValue();
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, lighting.Base() );
+
+ teeth_Dynamic_Index vshIndex;
+ vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z );
+ vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
+ vshIndex.SetLIGHT_COMBO( pShaderAPI->GetCurrentLightCombo() );
+ pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
+
+ if( params[INTRO]->GetIntValue() )
+ {
+ float curTime = params[WARPPARAM]->GetFloatValue();
+ float timeVec[4] = { 0.0f, 0.0f, 0.0f, curTime };
+ Assert( params[ENTITYORIGIN]->IsDefined() );
+ params[ENTITYORIGIN]->GetVecValue( timeVec, 3 );
+ pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_1, timeVec, 1 );
+ }
+ }
+ Draw();
+ }
+
+ SHADER_DRAW
+ {
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_VERTEX_LIT );
+ }
+ bool hasFlashlight = UsingFlashlight( params );
+ if( hasFlashlight )
+ {
+ DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1,
+ FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, false, false, 0, -1, -1,
+ // Optional parameters, specific to teeth:
+ true, FORWARD, ILLUMFACTOR );
+ }
+ else
+ {
+ DrawUsingVertexShader( params, pShaderAPI, pShaderShadow );
+ }
+ }
+END_SHADER