//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "BaseVSShader.h" #include "lightmappedgeneric_vs11.inc" #include "lightmappedgeneric_decal.inc" #include "mathlib/bumpvects.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" DEFINE_FALLBACK_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum, DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8 ) BEGIN_VS_SHADER( DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8, "" ) BEGIN_SHADER_PARAMS SHADER_PARAM_OVERRIDE( BASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b", "decal base texture", 0 ) SHADER_PARAM( SELFILLUMTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "decals/decalporthole001b_mask", "self-illum texture" ) SHADER_PARAM( SELFILLUMTEXTUREFRAME, SHADER_PARAM_TYPE_INTEGER, "0", "self-illum texture frame" ) END_SHADER_PARAMS SHADER_INIT_PARAMS() { // FLASHLIGHTFIXME params[FLASHLIGHTTEXTURE]->SetStringValue( "effects/flashlight001" ); SET_FLAGS( MATERIAL_VAR_NO_DEBUG_OVERRIDE ); SET_FLAGS( MATERIAL_VAR_TRANSLUCENT ); SET_FLAGS2( MATERIAL_VAR2_LIGHTING_LIGHTMAP ); } SHADER_FALLBACK { if ( IsPC() && ( g_pHardwareConfig->GetDXSupportLevel() < 80 ) ) { return "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6"; } return 0; } SHADER_INIT { LoadTexture( FLASHLIGHTTEXTURE ); LoadTexture( BASETEXTURE ); LoadTexture( SELFILLUMTEXTURE ); } void DrawDecal( IMaterialVar **params, IShaderDynamicAPI *pShaderAPI, IShaderShadow *pShaderShadow ) { if( IsSnapshotting() ) { pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER1, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER2, true ); pShaderShadow->EnableTexture( SHADER_SAMPLER3, true ); int pTexCoords[3] = { 2, 2, 1 }; pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_COLOR, 3, pTexCoords, 0 ); lightmappedgeneric_decal_Static_Index vshIndex; pShaderShadow->SetVertexShader( "LightmappedGeneric_Decal", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "LightmappedGeneric_Decal" ); FogToFogColor(); } else { BindTexture( SHADER_SAMPLER0, BASETEXTURE, FRAME ); // Load the z^2 components of the lightmap coordinate axes only // This is (N dot basis)^2 Vector vecZValues( g_localBumpBasis[0].z, g_localBumpBasis[1].z, g_localBumpBasis[2].z ); vecZValues *= vecZValues; Vector4D basis[3]; basis[0].Init( vecZValues.x, vecZValues.x, vecZValues.x, 0.0f ); basis[1].Init( vecZValues.y, vecZValues.y, vecZValues.y, 0.0f ); basis[2].Init( vecZValues.z, vecZValues.z, vecZValues.z, 0.0f ); pShaderAPI->SetPixelShaderConstant( 0, (float*)basis, 3 ); pShaderAPI->BindStandardTexture( SHADER_SAMPLER1, TEXTURE_LIGHTMAP_BUMPED ); SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM ); SetModulationPixelShaderDynamicState( 3 ); lightmappedgeneric_decal_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); if( IsSnapshotting() ) { SetInitialShadowState( ); pShaderShadow->EnableDepthWrites( false ); pShaderShadow->EnablePolyOffset( SHADER_POLYOFFSET_DECAL ); pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( SHADER_BLEND_SRC_ALPHA, SHADER_BLEND_ONE_MINUS_SRC_ALPHA ); pShaderShadow->EnableTexture( SHADER_SAMPLER0, true ); pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION, 1, 0, 0 ); lightmappedgeneric_vs11_Static_Index vshIndex; vshIndex.SetDETAIL( false ); vshIndex.SetENVMAP( false ); vshIndex.SetENVMAPCAMERASPACE( false ); vshIndex.SetENVMAPSPHERE( false ); vshIndex.SetVERTEXCOLOR( false ); pShaderShadow->SetVertexShader( "LightmappedGeneric_vs11", vshIndex.GetIndex() ); pShaderShadow->SetPixelShader( "DecalBaseTimesLightmapAlphaBlendSelfIllum2_ps11" ); FogToFogColor(); } else { BindTexture( SHADER_SAMPLER0, SELFILLUMTEXTURE, SELFILLUMTEXTUREFRAME ); lightmappedgeneric_vs11_Dynamic_Index vshIndex; vshIndex.SetDOWATERFOG( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ); pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() ); } Draw(); } SHADER_DRAW { if( UsingFlashlight( params ) ) { DrawFlashlight_dx80( params, pShaderAPI, pShaderShadow, false, -1, -1, -1, FLASHLIGHTTEXTURE, FLASHLIGHTTEXTUREFRAME, true, false, 0, -1, -1 ); } else { DrawDecal( params, pShaderAPI, pShaderShadow ); } } END_SHADER