diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/worldvertexalpha.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/worldvertexalpha.cpp | 259 |
1 files changed, 259 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/worldvertexalpha.cpp b/mp/src/materialsystem/stdshaders/worldvertexalpha.cpp new file mode 100644 index 00000000..85bad1c1 --- /dev/null +++ b/mp/src/materialsystem/stdshaders/worldvertexalpha.cpp @@ -0,0 +1,259 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" + +#include "WorldVertexAlpha.inc" +#include "worldvertexalpha_ps20.inc" +#include "worldvertexalpha_ps20b.inc" + +BEGIN_VS_SHADER( WorldVertexAlpha, + "Help for WorldVertexAlpha" ) + + BEGIN_SHADER_PARAMS + END_SHADER_PARAMS + + SHADER_INIT_PARAMS() + { + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); + SET_FLAGS2( MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA ); + } + SHADER_INIT + { + // Load the base texture here! + LoadTexture( BASETEXTURE ); + } + + SHADER_FALLBACK + { +// if( g_pHardwareConfig->GetDXSupportLevel() < 90 || g_pHardwareConfig->GetHDRType() == HDR_TYPE_NONE ) + { + return "WorldVertexAlpha_DX8"; + } + return 0; + } + + SHADER_DRAW + { + if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) ) + { + if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + { + // NOTE: This is the DX8, Non-Hammer version. + + SHADOW_STATE + { + // Base time lightmap (Need two texture stages) + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); + + pShaderShadow->EnableBlending( true ); + + // Looks backwards, but this is done so that lightmap alpha = 1 when only + // using 1 texture (needed for translucent displacements). + pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); + + worldvertexalpha_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() ); + + pShaderShadow->SetPixelShader( "WorldVertexAlpha" ); + FogToFogColor(); + } + + DYNAMIC_STATE + { + // Bind the base texture (Stage0) and lightmap (Stage1) + BindTexture( SHADER_SAMPLER0, BASETEXTURE ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); + + EnablePixelShaderOverbright( 0, true, true ); + + worldvertexalpha_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + } + + Draw(); + } + else + { + // DX 9 version with HDR support + + // Pass 1 + SHADOW_STATE + { + SetInitialShadowState(); + + pShaderShadow->EnableAlphaWrites( true ); + + // Base time lightmap (Need two texture stages) + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); + + pShaderShadow->EnableBlending( true ); + + // Looks backwards, but this is done so that lightmap alpha = 1 when only + // using 1 texture (needed for translucent displacements). + pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); + pShaderShadow->EnableBlendingSeparateAlpha( true ); + pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ZERO, SHADER_BLEND_SRC_ALPHA ); + + worldvertexalpha_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 ); + SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( PASS, 0 ); + SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 ); + } + + + FogToFogColor(); + } + + DYNAMIC_STATE + { + // Bind the base texture (Stage0) and lightmap (Stage1) + BindTexture( SHADER_SAMPLER0, BASETEXTURE ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); + + worldvertexalpha_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 ); + } + } + Draw(); + + // Pass 2 + SHADOW_STATE + { + SetInitialShadowState(); + + pShaderShadow->EnableAlphaWrites( true ); + pShaderShadow->EnableColorWrites( false ); + + // Base time lightmap (Need two texture stages) + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); + + int fmt = VERTEX_POSITION; + pShaderShadow->VertexShaderVertexFormat( fmt, 2, 0, 0 ); + + pShaderShadow->EnableBlending( true ); + + // Looks backwards, but this is done so that lightmap alpha = 1 when only + // using 1 texture (needed for translucent displacements). + pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); + pShaderShadow->EnableBlendingSeparateAlpha( true ); + pShaderShadow->BlendFuncSeparateAlpha( SHADER_BLEND_ONE, SHADER_BLEND_ONE ); + + worldvertexalpha_Static_Index vshIndex; + pShaderShadow->SetVertexShader( "WorldVertexAlpha", vshIndex.GetIndex() ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b ); + SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 ); + SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20b ); + } + else + { + DECLARE_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 ); + SET_STATIC_PIXEL_SHADER_COMBO( PASS, 1 ); + SET_STATIC_PIXEL_SHADER( worldvertexalpha_ps20 ); + } + + FogToFogColor(); + } + + DYNAMIC_STATE + { + // Bind the base texture (Stage0) and lightmap (Stage1) + BindTexture( SHADER_SAMPLER0, BASETEXTURE ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP ); + + worldvertexalpha_Dynamic_Index vshIndex; + vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); + pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); + + if( g_pHardwareConfig->SupportsPixelShaders_2_b() ) + { + DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b ); + SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20b ); + } + else + { + DECLARE_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 ); + SET_DYNAMIC_PIXEL_SHADER( worldvertexalpha_ps20 ); + } + } + Draw(); + } + } + else + { + // NOTE: This is the DX7, Hammer version. + SHADOW_STATE + { + SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); + pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); + pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); + pShaderShadow->OverbrightValue( SHADER_TEXTURE_STAGE1, OVERBRIGHT ); + + pShaderShadow->EnableBlending( true ); + + // Looks backwards, but this is done so that lightmap alpha = 1 when only + // using 1 texture (needed for translucent displacements). + pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); +// pShaderShadow->BlendFunc( SHADER_BLEND_ONE_MINUS_SRC_ALPHA, SHADER_BLEND_SRC_ALPHA ); + + // Use vertex color for Hammer because it puts the blending alpha in the vertices. + unsigned int colorFlag = 0; + if( UsingEditor( params ) ) + { + colorFlag |= SHADER_DRAW_COLOR; + } + + pShaderShadow->DrawFlags( colorFlag | SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD1 | + SHADER_DRAW_LIGHTMAP_TEXCOORD0 ); + } + DYNAMIC_STATE + { + BindTexture( SHADER_SAMPLER1, BASETEXTURE ); + pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP ); + } + + Draw(); + } + } +END_SHADER |