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-rw-r--r--mp/src/materialsystem/stdshaders/worldvertexalpha_dx8.cpp113
1 files changed, 113 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/worldvertexalpha_dx8.cpp b/mp/src/materialsystem/stdshaders/worldvertexalpha_dx8.cpp
new file mode 100644
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+++ b/mp/src/materialsystem/stdshaders/worldvertexalpha_dx8.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "BaseVSShader.h"
+
+#include "worldvertexalpha.inc"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+DEFINE_FALLBACK_SHADER( WorldVertexAlpha, WorldVertexAlpha_DX8 )
+
+BEGIN_VS_SHADER( WorldVertexAlpha_DX8,
+ "Help for WorldVertexAlpha_DX8" )
+
+ BEGIN_SHADER_PARAMS
+ END_SHADER_PARAMS
+
+ SHADER_INIT_PARAMS()
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ }
+ SHADER_INIT
+ {
+ // Load the base texture here!
+ LoadTexture( BASETEXTURE );
+ }
+
+ SHADER_DRAW
+ {
+ if( g_pHardwareConfig->SupportsVertexAndPixelShaders() && !UsingEditor( params ) )
+ {
+ // 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
+ {
+ // NOTE: This is the DX7, Hammer version.
+ // FIXME: Gary - you need to write a proper non-fixed function shader for this.
+ 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