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-rw-r--r--sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp258
1 files changed, 258 insertions, 0 deletions
diff --git a/sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp b/sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp
new file mode 100644
index 00000000..3ae6383a
--- /dev/null
+++ b/sp/src/materialsystem/stdshaders/worldtwotextureblend_dx6.cpp
@@ -0,0 +1,258 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Header: $
+// $NoKeywords: $
+//=============================================================================//
+
+#include "shaderlib/cshader.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+DEFINE_FALLBACK_SHADER( WorldTwoTextureBlend, WorldTwoTextureBlend_DX6 )
+
+
+BEGIN_SHADER( WorldTwoTextureBlend_DX6,
+ "Help for WorldTwoTextureBlend" )
+
+ BEGIN_SHADER_PARAMS
+ SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend", "iris texture", 0 )
+ SHADER_PARAM( DETAIL, SHADER_PARAM_TYPE_TEXTURE, "shadertest/WorldTwoTextureBlend_detail", "detail texture" )
+ SHADER_PARAM( DETAILSCALE, SHADER_PARAM_TYPE_FLOAT, "1.0", "scale of the detail texture" )
+ 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" )
+ END_SHADER_PARAMS
+
+ SHADER_INIT
+ {
+ LoadTexture( FLASHLIGHTTEXTURE );
+ LoadTexture( BASETEXTURE );
+ LoadTexture( DETAIL );
+ }
+
+ SHADER_INIT_PARAMS()
+ {
+ // FLASHLIGHTFIXME
+ params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" );
+
+ if( !params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->IsDefined() )
+ params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->SetIntValue( 0 );
+
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ }
+
+ SHADER_DRAW
+ {
+ float detailScale = params[DETAILSCALE]->GetFloatValue();
+
+ bool hasFlashlight = UsingFlashlight( params );
+
+ if( hasFlashlight )
+ {
+ DrawFlashlight_dx70( params, pShaderAPI, pShaderShadow, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME );
+ return;
+ }
+
+ // DX6 fallback mode.
+ if ( params[DETAIL_ALPHA_MASK_BASE_TEXTURE]->GetIntValue() )
+ {
+ DetailAlphaMaskPass1( pShaderShadow, pShaderAPI, params, detailScale );
+ DetailAlphaMaskPass2( pShaderShadow, pShaderAPI, detailScale );
+ }
+ else
+ {
+ // FIXME: add multitexture support!
+ NormalModePass1( pShaderShadow, pShaderAPI );
+ NormalModePass2( pShaderShadow, pShaderAPI, params, detailScale );
+ NormalModePass3( pShaderShadow, pShaderAPI, params, detailScale );
+ }
+ }
+
+
+ // ------------------------------------------------------------------------------ //
+ // "Normal" mode - doesn't use the detail texture's alpha mask.
+ // ------------------------------------------------------------------------------ //
+
+ void NormalModePass1(
+ IShaderShadow *pShaderShadow,
+ IShaderDynamicAPI *pShaderAPI )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ }
+ Draw();
+ }
+
+ void NormalModePass2(
+ IShaderShadow *pShaderShadow,
+ IShaderDynamicAPI *pShaderAPI,
+ IMaterialVar **params,
+ float detailScale )
+ {
+ SHADOW_STATE
+ {
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableBlending( true );
+ pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA );
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 );
+ FogToFogColor();
+ }
+
+ DYNAMIC_STATE
+ {
+ if ( detailScale != 1.0f )
+ {
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
+ pShaderAPI->LoadIdentity();
+ pShaderAPI->ScaleXY( detailScale, detailScale );
+ }
+ BindTexture( SHADER_SAMPLER0, DETAIL );
+ }
+ Draw();
+ }
+
+ void NormalModePass3(
+ IShaderShadow *pShaderShadow,
+ IShaderDynamicAPI *pShaderAPI,
+ IMaterialVar **params,
+ float detailScale )
+ {
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+ SingleTextureLightmapBlendMode();
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_LIGHTMAP_TEXCOORD0 );
+ FogToOOOverbright();
+ }
+ DYNAMIC_STATE
+ {
+ if ( detailScale != 1.0f )
+ pShaderAPI->LoadIdentity( );
+
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER0, TEXTURE_LIGHTMAP );
+ }
+ Draw();
+ }
+
+
+ // ------------------------------------------------------------------------------ //
+ // "Detail alpha mask mode".
+ // ------------------------------------------------------------------------------ //
+
+ void DetailAlphaMaskPass1(
+ IShaderShadow *pShaderShadow,
+ IShaderDynamicAPI *pShaderAPI,
+ IMaterialVar **params,
+ float detailScale )
+ {
+ // The equation is [B*Da + (1-Da)] * [D * L]
+ SHADOW_STATE
+ {
+ SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP );
+
+ pShaderShadow->EnableCustomPixelPipe( true );
+ pShaderShadow->CustomTextureStages( 2 );
+
+ pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ // Stage 0
+ // Color = B*2
+ // Note the 2x here.. we do 4x total in this shader and
+ // the first 2x is here. The second is in SingleTextureLightmapBlendMode in the 2nd pass.
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE2X,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
+
+ // Stage 1 [where P = prev stage]
+ // Color = B*Da + (1-Da)
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATEINVCOLOR_ADDALPHA,
+ SHADER_TEXARG_INVTEXTUREALPHA, SHADER_TEXARG_PREVIOUSSTAGE );
+
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_TEXCOORD1 );
+ FogToFogColor();
+ }
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME );
+ BindTexture( SHADER_SAMPLER1, DETAIL );
+
+ pShaderAPI->Color4f( 1, 1, 1, 1 );
+
+ if ( detailScale != 1.0f )
+ {
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
+ pShaderAPI->LoadIdentity();
+ pShaderAPI->ScaleXY( detailScale, detailScale );
+ }
+
+ }
+ Draw();
+ }
+
+ void DetailAlphaMaskPass2( IShaderShadow *pShaderShadow, IShaderDynamicAPI *pShaderAPI, float detailScale )
+ {
+ SHADOW_STATE
+ {
+ s_pShaderShadow->EnableCustomPixelPipe( true );
+ s_pShaderShadow->CustomTextureStages( 2 );
+
+ s_pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
+ s_pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
+
+ s_pShaderShadow->EnableTexGen( SHADER_TEXTURE_STAGE0, true);
+
+ // Make sure the texgen transform is applied to the texture coordinates and not to an auto-generated reflection vector or whatever.
+ s_pShaderShadow->TexGen( SHADER_TEXTURE_STAGE0, SHADER_TEXGENPARAM_OBJECT_LINEAR );
+
+ // This turns on blending and does overbrighting if it's enabled.
+ SingleTextureLightmapBlendMode();
+
+ // Stage 0, color = D
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE0,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_SELECTARG1,
+ SHADER_TEXARG_TEXTURE, SHADER_TEXARG_CONSTANTCOLOR );
+
+ // Stage 1, color = D*L
+ pShaderShadow->CustomTextureOperation( SHADER_TEXTURE_STAGE1,
+ SHADER_TEXCHANNEL_COLOR, SHADER_TEXOP_MODULATE,
+ SHADER_TEXARG_PREVIOUSSTAGE, SHADER_TEXARG_TEXTURE );
+
+ // Use the lightmap coordinates in both stages.
+ pShaderShadow->DrawFlags( SHADER_DRAW_POSITION | SHADER_DRAW_TEXCOORD0 | SHADER_DRAW_LIGHTMAP_TEXCOORD1 );
+ FogToFogColor();
+ }
+
+ DYNAMIC_STATE
+ {
+ BindTexture( SHADER_SAMPLER0, DETAIL);
+ pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP );
+
+ if ( detailScale != 1.0f )
+ {
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE1 );
+ pShaderAPI->LoadIdentity();
+
+ pShaderAPI->MatrixMode( MATERIAL_TEXTURE0 );
+ pShaderAPI->LoadIdentity();
+ pShaderAPI->ScaleXY( detailScale, detailScale );
+ }
+ }
+
+ Draw();
+ }
+
+END_SHADER
+