diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/teeth_dx8.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/teeth_dx8.cpp | 116 |
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 |