diff options
Diffstat (limited to 'mp/src/materialsystem/stdshaders/worldvertextransition.cpp')
| -rw-r--r-- | mp/src/materialsystem/stdshaders/worldvertextransition.cpp | 157 |
1 files changed, 157 insertions, 0 deletions
diff --git a/mp/src/materialsystem/stdshaders/worldvertextransition.cpp b/mp/src/materialsystem/stdshaders/worldvertextransition.cpp new file mode 100644 index 00000000..e7d6a9ab --- /dev/null +++ b/mp/src/materialsystem/stdshaders/worldvertextransition.cpp @@ -0,0 +1,157 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Header: $ +// $NoKeywords: $ +//=============================================================================// + +#include "BaseVSShader.h" +#include "convar.h" + +#include "worldvertextransition_dx8_helper.h" +#include "lightmappedgeneric_dx9_helper.h" + +static LightmappedGeneric_DX9_Vars_t s_info; + + +DEFINE_FALLBACK_SHADER( WorldVertexTransition, WorldVertexTransition_DX9 ) + +BEGIN_VS_SHADER( WorldVertexTransition_DX9, "Help for WorldVertexTransition" ) + + BEGIN_SHADER_PARAMS + SHADER_PARAM( ALBEDO, SHADER_PARAM_TYPE_TEXTURE, "shadertest/BaseTexture", "albedo (Base texture with no baked lighting)" ) + 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( DETAILFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $detail" ) + SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "4", "scale of the detail texture" ) + + // detail (multi-) texturing + SHADER_PARAM( DETAILBLENDMODE, SHADER_PARAM_TYPE_INTEGER, "0", "mode for combining detail texture with base. 0=normal, 1= additive, 2=alpha blend detail over base, 3=crossfade" ) + SHADER_PARAM( DETAILBLENDFACTOR, SHADER_PARAM_TYPE_FLOAT, "1", "blend amount for detail texture." ) + SHADER_PARAM( DETAILTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "detail texture tint" ) + + SHADER_PARAM( ENVMAP, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_env", "envmap" ) + SHADER_PARAM( ENVMAPFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) + SHADER_PARAM( ENVMAPMASK, SHADER_PARAM_TYPE_TEXTURE, "shadertest/shadertest_envmask", "envmap mask" ) + SHADER_PARAM( ENVMAPMASKFRAME, SHADER_PARAM_TYPE_INTEGER, "", "" ) + SHADER_PARAM( ENVMAPMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$envmapmask texcoord transform" ) + SHADER_PARAM( ENVMAPTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "envmap tint" ) + SHADER_PARAM( BUMPMAP, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) + SHADER_PARAM( BUMPFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) + SHADER_PARAM( BUMPTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) + SHADER_PARAM( ENVMAPCONTRAST, SHADER_PARAM_TYPE_FLOAT, "0.0", "contrast 0 == normal 1 == color*color" ) + SHADER_PARAM( ENVMAPSATURATION, SHADER_PARAM_TYPE_FLOAT, "1.0", "saturation 0 == greyscale 1 == normal" ) + SHADER_PARAM( FRESNELREFLECTION, SHADER_PARAM_TYPE_FLOAT, "1.0", "1.0 == mirror, 0.0 == water" ) + SHADER_PARAM( NODIFFUSEBUMPLIGHTING, SHADER_PARAM_TYPE_INTEGER, "0", "0 == Use diffuse bump lighting, 1 = No diffuse bump lighting" ) + SHADER_PARAM( BUMPMAP2, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader3_normal", "bump map" ) + SHADER_PARAM( BUMPFRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $bumpmap" ) + SHADER_PARAM( BUMPTRANSFORM2, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$bumpmap texcoord transform" ) + SHADER_PARAM( BUMPMASK, SHADER_PARAM_TYPE_TEXTURE, "models/shadertest/shader1_normal", "bump map" ) + SHADER_PARAM( BASETEXTURE2, SHADER_PARAM_TYPE_TEXTURE, "shadertest/detail", "detail texture" ) + SHADER_PARAM( FRAME2, SHADER_PARAM_TYPE_INTEGER, "0", "frame number for $basetexture2" ) + SHADER_PARAM( BASETEXTURENOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) + SHADER_PARAM( BASETEXTURE2NOENVMAP, SHADER_PARAM_TYPE_BOOL, "0", "" ) + SHADER_PARAM( DETAIL_ALPHA_MASK_BASE_TEXTURE, SHADER_PARAM_TYPE_BOOL, "0", + "If this is 1, then when detail alpha=0, no base texture is blended and when " + "detail alpha=1, you get detail*base*lightmap" ) + SHADER_PARAM( LIGHTWARPTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "light munging lookup texture" ) + SHADER_PARAM( BLENDMODULATETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "texture to use r/g channels for blend range for" ) + SHADER_PARAM( BLENDMASKTRANSFORM, SHADER_PARAM_TYPE_MATRIX, "center .5 .5 scale 1 1 rotate 0 translate 0 0", "$blendmodulatetexture texcoord transform" ) + SHADER_PARAM( MASKEDBLENDING, SHADER_PARAM_TYPE_INTEGER, "0", "blend using texture with no vertex alpha. For using texture blending on non-displacements" ) + SHADER_PARAM( SSBUMP, SHADER_PARAM_TYPE_INTEGER, "0", "whether or not to use alternate bumpmap format with height" ) + SHADER_PARAM( SEAMLESS_SCALE, SHADER_PARAM_TYPE_FLOAT, "0", "Scale factor for 'seamless' texture mapping. 0 means to use ordinary mapping" ) + END_SHADER_PARAMS + + void SetupVars( WorldVertexTransitionEditor_DX8_Vars_t& info ) + { + info.m_nBaseTextureVar = BASETEXTURE; + info.m_nBaseTextureFrameVar = FRAME; + info.m_nBaseTextureTransformVar = BASETEXTURETRANSFORM; + info.m_nBaseTexture2Var = BASETEXTURE2; + info.m_nBaseTexture2FrameVar = FRAME2; + info.m_nBaseTexture2TransformVar = BASETEXTURETRANSFORM; // FIXME!!!! + } + + void SetupVars( LightmappedGeneric_DX9_Vars_t& info ) + { + info.m_nBaseTexture = BASETEXTURE; + info.m_nBaseTextureFrame = FRAME; + info.m_nBaseTextureTransform = BASETEXTURETRANSFORM; + info.m_nAlbedo = ALBEDO; + info.m_nSelfIllumTint = SELFILLUMTINT; + + info.m_nDetail = DETAIL; + info.m_nDetailFrame = DETAILFRAME; + info.m_nDetailScale = DETAILSCALE; + info.m_nDetailTextureCombineMode = DETAILBLENDMODE; + info.m_nDetailTextureBlendFactor = DETAILBLENDFACTOR; + info.m_nDetailTint = DETAILTINT; + + info.m_nEnvmap = ENVMAP; + info.m_nEnvmapFrame = ENVMAPFRAME; + info.m_nEnvmapMask = ENVMAPMASK; + info.m_nEnvmapMaskFrame = ENVMAPMASKFRAME; + info.m_nEnvmapMaskTransform = ENVMAPMASKTRANSFORM; + info.m_nEnvmapTint = ENVMAPTINT; + info.m_nBumpmap = BUMPMAP; + info.m_nBumpFrame = BUMPFRAME; + info.m_nBumpTransform = BUMPTRANSFORM; + info.m_nEnvmapContrast = ENVMAPCONTRAST; + info.m_nEnvmapSaturation = ENVMAPSATURATION; + info.m_nFresnelReflection = FRESNELREFLECTION; + info.m_nNoDiffuseBumpLighting = NODIFFUSEBUMPLIGHTING; + info.m_nBumpmap2 = BUMPMAP2; + info.m_nBumpFrame2 = BUMPFRAME2; + info.m_nBaseTexture2 = BASETEXTURE2; + info.m_nBaseTexture2Frame = FRAME2; + info.m_nBumpTransform2 = BUMPTRANSFORM2; + info.m_nBumpMask = BUMPMASK; + info.m_nBaseTextureNoEnvmap = BASETEXTURENOENVMAP; + info.m_nBaseTexture2NoEnvmap = BASETEXTURE2NOENVMAP; + info.m_nDetailAlphaMaskBaseTexture = DETAIL_ALPHA_MASK_BASE_TEXTURE; + info.m_nFlashlightTexture = FLASHLIGHTTEXTURE; + info.m_nFlashlightTextureFrame = FLASHLIGHTTEXTUREFRAME; + info.m_nLightWarpTexture = LIGHTWARPTEXTURE; + info.m_nBlendModulateTexture = BLENDMODULATETEXTURE; + info.m_nBlendMaskTransform = BLENDMASKTRANSFORM; + info.m_nMaskedBlending = MASKEDBLENDING; + info.m_nSelfShadowedBumpFlag = SSBUMP; + info.m_nSeamlessMappingScale = SEAMLESS_SCALE; + info.m_nAlphaTestReference = -1; + } + + SHADER_FALLBACK + { + if( g_pHardwareConfig->GetDXSupportLevel() < 90 ) + return "WorldVertexTransition_DX8"; + + return 0; + } + + SHADER_INIT_PARAMS() + { + SetupVars( s_info ); + InitParamsLightmappedGeneric_DX9( this, params, pMaterialName, s_info ); + } + + SHADER_INIT + { + SetupVars( s_info ); + InitLightmappedGeneric_DX9( this, params, s_info ); + } + + SHADER_DRAW + { + if ( UsingEditor( params ) ) + { + WorldVertexTransitionEditor_DX8_Vars_t info; + SetupVars( info ); + DrawWorldVertexTransitionEditor_DX8( this, params, pShaderAPI, pShaderShadow, info ); + return; + } + + DrawLightmappedGeneric_DX9( this, params, pShaderAPI, pShaderShadow, s_info, pContextDataPtr ); + } +END_SHADER + |